The Beginning of the End: A Pawn's Dilemma (Inactive)

Game Master caster4life

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Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat says nothing, trying to avoid inhaling the fell vapours as much as he can, while still striking.

Booming Blade: 1d20 + 5 ⇒ (6) + 5 = 11

Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Halberd End: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

AOO:

Halberd: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 1d10 + 3 ⇒ (9) + 3 = 12


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

HP 4/15 – I’m out of rage. So it’s left to pure martial skill at this point.

Halgrin stumbles from the vicious strike from the cultist, grits hit teeth and then returns the favor with a strike of his own.

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

Wow. The RNG does not want me to survive this fight.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram turns his attention to the cultist in front of Katra. "You know you’re being used right? You think you won’t be on the list of sacrifices when your master takes control? Think again.”

Vicious Mockery: DC 13 WIS save or take Psychic Damage: 1d4 ⇒ 2and have disadvantage on the next attack roll he makes before the end of his next turn


GM screen:

Save: 1d20 + 1d4 ⇒ (10) + (4) = 14

Thanks to the magic protecting and empowering him, the cultist shrugs off Gram's words. "Never! We will be rewarded with great power!" he snarls.

These guys got bless cast on them by the caster who's a little farther north.


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
GM wrote:
“Never! We will be rewarded with great power!" the cultist snarls.

“You’ll be rewarded with my boot in your teeth,” Halgrin says after spitting blood on the floor.


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Katra doesn't say anything, but instead puts away her hammer and draws out a flask from her satchel, which she throws.

I should be able to throw a 5' radius to hit the 3 creatures in front of us.

DC 12 Dex save or take: 1d6 ⇒ 1 Fire damage.


GM screen:

Saves: 3d20 + 2d4 ⇒ (15, 4, 10) + (3, 2) = 34
Attack: 3d20 + 2d4 ⇒ (11, 2, 11) + (3, 3) = 30
Dex saves: 2d20 ⇒ (9, 15) = 24
Dam: 1d8 ⇒ 5

Thr attacks continue but Katra wards off two blows while Halgrin denies a third. But the magical fire strikes Katra while Halgrin dodges that directed at him. 5 dam to Katra.

FYI, this fight isn't intended to be super hard but the rolls have been unfortunate. You guys can attempt to flee, depending on your tactical decision. Everyone, GO! If you start your turn in the cloud, DC 11 con save or be poisoned like Gram for a round.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Con Save: 1d20 + 1 ⇒ (7) + 1 = 8
Con Save dis: 1d20 + 1 ⇒ (20) + 1 = 21
*cough* *cough* Halgrin, we're at a disadvantage in this spot. We need to either break their line,push them back, or withdraw and regroup."

He then draws a dagger and throws it at the cultist in front of Halgrin.
Dagger with partial cover: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Dagger with partial cover dis: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Sneak Attack Damage: 1d6 ⇒ 5

Hate to see that crit on a disadvantaged roll


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Con dc 11: 1d20 + 4 ⇒ (17) + 4 = 21

Horat endures, as he often must, and continues fighting without speaking.

If we can make one break in their line, we can push in and finish them!

Booming Blade: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Halberd End: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 2d4 + 6 ⇒ (3, 2) + 6 = 11

AOO:

Halberd: 1d20 + 5 ⇒ (14) + 5 = 19

Damage: 1d10 + 3 ⇒ (2) + 3 = 5


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Con Save w/Advantage: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (20) + 4 = 24

Drawing her hammer again, Katra brings it down on the attacker in front of Halgrin.

Attack Roll: 1d20 + 4 ⇒ (12) + 4 = 16
DAmage Roll: 1d8 + 2 ⇒ (1) + 2 = 3


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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

HP 4/15 – From the map, it doesn’t look like I’m in the poison cloud radius. But if I’m wrong, DM, please correct me.

“Captain, you give the order, and I’ll back up. But I think retreating back into that maze could be a death trap. One misstep and we’ll be cornered with nowhere to go. We need to break through!”

Sword: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Historically speaking, a force suffered their worst losses when they broke ranks and were pursued by an enemy that could out-maneuver them. Now, in a meta-sense, we can see the map and it would be impossible for us to get lost. But that breaks the narrative quite a bit. And navigating it in the heat of the moment feels like something we’d need a survival check for.


I like the rationale, Halgrin. I was considering taking the map away and forcing you to make your turns from memory, which would be realistic.

The door to the north opens and a man wearing ornate, black armor steps out. "Very good, very good, my followers! Baphomet will reward you well!" Then he sees two of his followers fall in quick succession and slams the door while yelling "You will prevail! Keep fighting!"

Horat slashes with the front of his halberd but the cultist dodges it. Then the blunt end of a weapon comes flying out of the cloud and crashes into the cultist's chest, sending him to the ground. Out of the mist, a dagger also strikes the other man in the neck, felling him as well. Katra and Halgrin step up and land heavy blows on the small, green creature. The creature utters an unearthly groan of pain then strikes out at Halgrin with tooth and claw, pulling the big man down with its rotting teeth. 2 then 5 dam to Halgrin so down with no failed death saves yet.

Seeing the danger, the spellcasters heal their abyssal ally and send more fire at Halgrin and Katra. One of the remaining cultists drops his crossbow and rushes forward with his scimitar, slashing at Katra. She dodges one of the gouts of flame but the other strikes her, as does the scimitar, bringing her down. 3 from scimitar then 8 from flames.

GM screen:

Healing words: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Attacks: 3d20 ⇒ (14, 18, 19) = 51
dam: 1d6 + 2d4 ⇒ (2) + (3, 2) = 7
Dam: 1d6 + 1 ⇒ (2) + 1 = 3
Dex saves: 2d20 ⇒ (20, 5) = 25
Dam: 1d8 ⇒ 8

Everyone, GO!


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, relentless endurance would trigger after the second damage, bringing my health from 0 to HP 1/15. So Halgrin is still up.

Halgrin somehow manages to stay up after the vicious onslaught. On shaky legs he swings his sword once again.

Sword vs. Green creature: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


Oh right! I've actually never seen a half-orc use that in 5e as not man play half-orcs! Awesome!

Halgrin cuts into the small creature, nearly finishing it off.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat sees an opportunity to break through and reach the centre of the room, even if it comes with some risk.

And he takes it.

I believe Horat can just reach the middle cultist with halberd. He'll accept an aoo if the creature is not yet dead.

Booming Blade: 1d20 + 5 ⇒ (18) + 5 = 23

Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Halberd End: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d4 + 3 ⇒ (1) + 3 = 4

AOO:

Halberd: 1d20 + 5 ⇒ (7) + 5 = 12

Damage: 1d10 + 3 ⇒ (2) + 3 = 5


Horat, I forgot to move that cultist. He's right up in front of Katra. I don't know if that alters what you want to do or not.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Con Save: 1d20 + 1 ⇒ (20) + 1 = 21

Gram moves past Halgrin (stopping right next to him) and strikes at the green creature with his rapier.

Rapier: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Sneack Attack: 1d6 ⇒ 1


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

BTW, I can't move my character on my phone, so If I need to further clarify where Im am on the map let me know. Right now I'm on Halgrins left.


Gram cuts down the green creature as he stands over the unconscious Katra.

Bringing everyone to level 2!

Katra DS: 1d20 ⇒ 11

GM screen:

HW: 1d4 + 2 ⇒ (4) + 2 = 6
Dex saves: 2d20 ⇒ (3, 20) = 23
Dam: 1d8 ⇒ 7

The spellcasters withdraw while healing their ally. They also bring down fire at Halgrin and Gram, knocking Halgrin unconscious. But Gram nimbly dodges the flames!

Everyone, GO!


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Feeling the tides of battle changing in their favor, Gram steps to the side and says to Katra Stay with us a bit longer Halgrin needs your help.

Healing Word: 1d4 + 3 ⇒ (4) + 3 = 7
Figured I could res the other healer who could res our other fighter so that everyones back in the action

He then attacks the cultist in front of her with his rapier.
Rapier: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

And finally, Gram uses his Cunning action to Disengage and move 10 feet north. Just out if reach of the cultist.


Gram, bonus action to healing word and bonus action to disengage are incompatible.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Ah! Well then I'll stay where I am.


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Katra gets to her feet and nods at Gram as she picks up her hammer.

Katra then calls upon Moradin to mend Halgrin's wounds...and he answers!

Cure Wounds: 1d8 + 3 ⇒ (1) + 3 = 4

Better than nothing!


Because we don't maintain a within-party initiative order after the first round, I give each person a 50% chance to act in the same turn as being revived.

Katra act?: 1d100 ⇒ 34

Katra revives but doesn't quite rejoin the fight yet.

On the bright side, I'll let you reroll the healing if you choose to heal him next turn. DS for Halgrin. Horat still to go.


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

In that case, I'll go ahead and roll my death save.

Death saving throw: 1d20 ⇒ 18

1 success.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat would have gone for the cultist anyway.

As Horat strikes out with his halberd, he feels the energies within him growing a little stronger.

i must ponder this. Preferably over the cooling corpses of demon slaves.

Booming Blade: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d10 + 3 ⇒ (1) + 3 = 4

Halberd End: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

AOO:

Halberd: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d10 + 3 ⇒ (2) + 3 = 5


GM screen:

Attack whom? From top to bottom: 1d3 ⇒ 3
Attack: 2d20 ⇒ (19, 8) = 27
Dam: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Dex saves: 2d20 ⇒ (4, 14) = 18
Dam: 1d8 ⇒ 1

Horat can't land a blow on the cultist, who strikes out in blindly with no plan except to hit something. And Halgrin is the easiest to hit. He chops at the orc with his scimitar. 6 dam, counts as two failed DSs. The spellcasters send their fire again and Gram gets caught off guard 1 dam while Katra dodges nimbly.

Everyone GO! Halgrin, wait to roll your death save just in case. If you get healed this round, then roll a d100. On a 51 or higher, you can act this round.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram winces in pain from the flames, but fights through it, striking at the cultist in front of Katra.

Rapier: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sneak Attack Damage: 1d6 ⇒ 2


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

I'll just repeat my actions that I posted last round: stand, heal Halgrin, pick up hammer.

Cure Wounds on Halgrin: 1d8 + 3 ⇒ (8) + 3 = 11


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Growing irked, Horat continues striking.

Booming Blade: 1d20 + 5 ⇒ (2) + 5 = 7

Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Halberd End: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d4 + 3 ⇒ (4) + 3 = 7

AOO:

Halberd: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d10 + 3 ⇒ (6) + 3 = 9


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

HP 11/25

Stagger 50%: 1d100 ⇒ 77

The divine magic works its way through Halgrin’s body, and the half-orc opens his eyes. Distantly he can hear a song. And he feels a need to stand and do battle again—for honor, for glory.

For justice.

He tightens his grip on his sword and shield, he leaps to his feet, and attacks the assassin. But this time favoring savagery over finesse, he drives his sword in a wild slash.

Reckless attack: 1d20 + 5 ⇒ (11) + 5 = 16 <--
Reckless attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Attacks against me have advantage until the beginning of my next turn.


Gram and Halgrin bring down the cultist. Seeing their plight, the men step backwards and cry "Baphomet! Help us!" A young lady lies draped over the altar and bound, sobbing. The braziers glow brighter and fire streaks out toward you.

Dam Katra: 1d8 ⇒ 1
Dam Gram: 1d8 ⇒ 2
DC 12 dex save for no damage. Everyone, GO!


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

Danger sense gives me advantage on Dexterity saving throws so long as I see them coming.

DEX save: 1d20 + 2 ⇒ (17) + 2 = 19 <--
DEX save: 1d20 + 2 ⇒ (13) + 2 = 15

No damage taken. HP 11/25.

Halgrin dashes forward, ready to take these foes head on.

DM, please move me 12 squares to the left of my current position.


The sacred flame spells were directed at Katra and Gram so you didn't need to save. Will do.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Once away from the gas, Horat resumes speaking.

"You may cry to your demon master, *slaves*, but it will not be your salvation."

He rushes towards the pair of cultists, moving to his right so as to use them as cover from the altar. And to draw their attention from Halgrin.

Please move Horat to the east of the cultists, as close as he can manage.

AOO:

Halberd: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 1d10 + 3 ⇒ (8) + 3 = 11


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Dex Save: 1d20 + 5 ⇒ (1) + 5 = 6
Gram catches another flame to the torso but pushes through the pain. And dashes to Halgrins side to back him up.

As he gets a look at the captive, he'll try to comfort her.

"Don't worry ma'am! We're from the Watch, and we're gonna get you out of here!


Are you guys having trouble with the map? You should be able to move yourself on it now that we're out of the labrynth. Horat, I assume you don't want to use your newfound action surge to dash so I just moved you 60 ft.


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
Pawn's Dilemma GM wrote:
Are you guys having trouble with the map? You should be able to move yourself on it now that we're out of the labrynth. Horat, I assume you don't want to use your newfound action surge to dash so I just moved you 60 ft.

I was just temporarily in a position where I couldn't edit it because that post was made with my phone. Over PC the map can be edited fine.


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

I'm not having trouble with the map.

Dex Save: 1d20 - 1 ⇒ (8) - 1 = 7

Katra burns a bit, but that doesn't stop her from stalking forward to help the woman tied to the altar.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I've been almost exclusively posting through a phone myself lately. I find it awkward to reliably move tokens via phone. PC will be fine once my new home setup is in order. And I will use action surge another time. Like...very soon. :)

Horat jogs up so that both cultists are in reach of his glaive. To end this fight swiftly, he will attempt a blindingly fast maneuver that he has seen in action, but has not used himself.

It is mine now., he thinks as he begins to strike.

Booming Blade on top cultist: 1d20 + 5 ⇒ (10) + 5 = 15

Damage: 1d10 + 3 ⇒ (5) + 3 = 8

Halberd End on top cultist: 1d20 + 5 ⇒ (10) + 5 = 15

Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Action Surge

Booming Blade on bottom cultist: 1d20 + 5 ⇒ (14) + 5 = 19

Damage: 1d10 + 3 ⇒ (2) + 3 = 5

AOO:

Halberd: 1d20 + 5 ⇒ (8) + 5 = 13

Damage: 1d10 + 3 ⇒ (6) + 3 = 9


Horat, your actions were posted a little early. You already moved and dashed this round.

GM screen:

Dex: 2d20 ⇒ (6, 6) = 12
Dam: 2d8 ⇒ (2, 6) = 8
Horat wis save: 1d20 + 2 ⇒ (9) + 2 = 11
Horat wis save: 1d20 + 2 ⇒ (11) + 2 = 13

Seeing themselves surrounded, the two men cast fire at the nearest enemies, Horat and Katra.

2 dam to Horat, 6 to Katra.

The large spellcaster with broad shoulders grunts to the other one, who is much shorter and slender of build "Alain! Let's get out of here!" They both utter a word while holding up a small silver mirror and begin rushing past Horat. Horat tries to strike at the first one but his mind won't allow him to strike the man down. Instead, his blow turns to the second one. Again, something within Horat's psyche tries to stop his arms but Horat manages to attack, landing a blow on the more slender spellcaster.

Everyone, GO!


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’ll cut them off!” Halgrin yells as he attempts to double back the way he came.

I literally dashed back to the exact same spot I was in last round.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram is less concerned with the cultists as he is with the hostage at this point. And he trusts Horat and Halgrin to mop up. So he runs over to the alter and checks it over for any traps or anything that before moving her.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14


Gram decides that it is safe to pull the woman off the altar and untie her. The glowing braziers in the room and fire on the altar dims as he does so. You now notice there was some sort of subliminal ominous droning sound in the background that has suddenly gone quite. You didn't notice it much in the heat of the fight but you now notice its absence.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat closes the gap, determined to put an end to the cultists despite his wounds and burns. He aims first for the larger slave.

Please move him next to both cultists.

Booming Blade: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Halberd End: 1d20 + 5 ⇒ (2) + 5 = 7

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

AOO:

Halberd: 1d20 + 5 ⇒ (10) + 5 = 15

Damage: 1d10 + 3 ⇒ (9) + 3 = 12


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Katra moves back in the other direction, and throws Alchemical fire at the two men.

DC 12 Dex save or take: 1d6 ⇒ 4 fire damage.


GM screen:

Horat wis: 4d20 ⇒ (11, 15, 10, 15) = 51
Dex: 2d20 ⇒ (17, 19) = 36
Halgrin Wis: 2d20 ⇒ (9, 4) = 13
Boom: 1d8 ⇒ 1

Horat strikes the large man and energy glows around the big man's feet. The man rushes to escape but Horat's spell and Horat's blade strike him down at once. The second man dodges Katra's fire then begins rushing past Halgrin. Halgrin tries to strike the man but for some reason he can't bring himself to hit the slender cultist.

Everyone, GO!


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat rushes forward, eager to keep up with the fleeing evildoers.

Double move

AOO:

Halberd: 1d20 + 5 ⇒ (5) + 5 = 10

Damage: 1d10 + 3 ⇒ (5) + 3 = 8


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Katra moves after the men. Double Moving.


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

Halgrin moves to one of the fleeing cultists and lets loose.

Reckless Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Reckless Attack: 1d20 + 5 ⇒ (9) + 5 = 14 <--
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Using Action Surge. If I kill one, I have enough speed left to move to the other.

Reckless Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Reckless Attack: 1d20 + 5 ⇒ (13) + 5 = 18 <--
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

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