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

Game Master caster4life

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Though Enizver isn't the most charismatic and Uki's charisma isn't shining at its best, what they say is reasonable enough and the image of Fierna shrugs. "I suppose that is possible. We do not take the soul when we take the Lodestone, only the body. The soul is, of course, still trapped in the body. Perhaps a skillful amputation would suffice..." she trails off and disappears. The cave is silent for several hours and you are unsure whether or not you are being watched invisibly.

Then an odd, ooze-like creature slides into the cave. It glances around then shifts into a massive spider and crawls all over the ceiling of the cave, investigating. Finding nothing but the hut, it turns into a gaseous cloud and floats down to the floor of the cave. Just before landing, it turns into a drow that steps lightly down onto the floor. It taps on the wall and inquires "Will you come out, now? Abraxas is not patient."


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

"I'm afraid that we currently have other plans for now," Enizver said. Amputation didn't exactly sound like an ideal solution, but if was needed they could always argue about the definition of 'Unharmed'. "But if you would be so kind, would you mind taking your lord an offer? One we have already extended to the Lady Fierna. If you are able to find a way to remove the Lodestone without harming the host, or harming another in there place, then we will be willing to hand the Lodestone itself over. While the lady assured us it was likely impossible, it would seem to me that the Abyss sees the impossible on a regular basis."

Well, the Abyss was supposed to be a chaotic maelstrom, wasn't it? Enizver wasn't sure if Chaos or Order was more suited to finding a solution, but he was mildly curious. "As I'm sure you can understand, attempts to harm us or ours could lead to some poor decisions made entirely out of petty spite. Since we can't walk from this cave without you or you foes spotting us, and the devils have already accepted our offer, may I suggest your Master will wish to know of this soon?"


The demon closes its eyes for a moment then opens them. "He knows. I have my orders." The demon turns and shouts something to the entrance to the cave.

Abyssal:

"Bring the acolyte!"

Several more "drow" escort someone in. A frail man covered in ritual scars and clearly freezing in a loincloth enters the cave, a maniacal expression frozen on his face. He begins casting a spell...

GM screen:

inits, ESamOHU en: 6d20 ⇒ (15, 4, 10, 10, 7, 10) = 56

Only Horat and Enizver react quickly enough to do something about it, if they choose.

Basically the only thing you can do is shoot physical projectiles out of the hut and help someone do so. The guy starting to cast a spell has a red border on the map. Go!


Female Spirit Bard 5/Monk 5

Using inspiration to gain adv. on initiative roll if allowed.

2nd Initiative Roll: 1d20 + 3 ⇒ (15) + 3 = 18


Sure thing, Uki. You can go as well then.


Female Spirit Bard 5/Monk 5

Uki readies an action to re-cast Tiny Hut immediately within the tiny hut should it look like their initial magic is about to be dispelled.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Enizver raised an eyebrow and focused on the spell, trying to work out what it was.

Arcana: 1d20 + 9 ⇒ (18) + 9 = 27


Enizver concludes that the acolyte is about to cast dispel magic.

Typically you wouldn't be able to do that before someone's turn but I think it's only fair that you know here.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Enizver is moving to the side for a cleaner shot, but for some reason I can't move my toke, only the circle? Sorry, I'm very old.

"Dispel magic," the exhausted gnome said with a sigh. He moved to one side, trying to line up a clean shot so he could disrupt the enemy caster. Of course, 'death' tended to do that, but he'd see what he could do.

To Hit: 1d20 + 7 ⇒ (2) + 7 = 9
To Hit (Inspiration): 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9
Thunder Monger: 2d6 ⇒ (6, 4) = 10
Inspired Fighting: 1d20 + 8 ⇒ (13) + 8 = 21
Sneak Attack: 3d6 ⇒ (3, 4, 2) = 9

Oh, Enizver Dice. Please, please change. I'm begging you.


Uki, since you can't ready an action to cast a spell with a 1 minute casting time, do you want to do something else?

Horat, anything from you?


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 emerges from the hut, and attempts to block the acolyte's magic with his own.

Move and cast Counterspell (now 0/3 3rd level spells)

Counterspell check DC + spell level: 1d20 + 3 ⇒ (1) + 3 = 4


GM screen:

4 Attacks w advantage: 8d20 ⇒ (4, 9, 17, 10, 9, 4, 17, 8) = 78
damage: 4d10 + 6 ⇒ (9, 1, 9, 1) + 6 = 26
Extra effects: 2d6 ⇒ (1, 5) = 6
Acid damage: 5d6 ⇒ (4, 6, 2, 4, 1) = 17
Lightning damage: 4d10 ⇒ (5, 1, 10, 1) = 17

The second Horat steps outside the hut, four large crossbow bolts rip through him as large demons, who had been perched invisibly partway up the icy walls, unleash their shots. Despite the element of surprise, two miss but two slam home into the Untherite warrior.

Horat takes 26 piercing damage and needs to make two con saves. Those were four readied actions. In the initiative order, we're waiting to see whether or not Horat can still counterspell and for Uki to revise her turn.


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 manages several syllables before a bolt winds him.

Con Save: 1d20 + 5 ⇒ (16) + 5 = 21

Con Save: 1d20 + 5 ⇒ (1) + 5 = 6

31/52 hp


The first bolt sprays acid on Horat but he resists the worst of it. The second stuns him with lightning, leaving him unable to move!

8 acid damage and 17 lightning damage. Paralyzed for 1 minute but can repeat the save at the end of each of your turns.


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 stops suddenly, left exposed outside.

6/52 hp


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Female Spirit Bard 5/Monk 5

Uki sighs, and seated next to Tinuk draws out an odd looking pipe and begins to play a tune of doom.

Inspiration for Enizver: 1d8 ⇒ 7


Deception check: 1d20 + 1 ⇒ (8) + 1 = 9

With Uki's help, Enizver lands a shot in the acolyte's side that leaves him gasping and barely unable to finish his spell.

My word. I hadn't added up E's damage yet. He did 28 to an enemy w 27 hp...

GM screen:

Dex saves: 6d20 ⇒ (4, 4, 20, 2, 16, 19) = 65
Attacks by Orthons: 3d20 ⇒ (13, 9, 10) = 32
Damages: 6d6 + 18 ⇒ (2, 2, 2, 2, 3, 5) + 18 = 34
AoO by Yochlol: 1d20 ⇒ 20
Attacks by Yochlols: 2d20 ⇒ (12, 2) = 14
Damages: 3d6 + 6 ⇒ (2, 1, 2) + 6 = 11
Str check: 1d20 ⇒ 15
Repeat dex save: 2d20 ⇒ (10, 13) = 23

All Hell and the Abyss breaks loose in earnest as the demons realize their acolyte cannot dispel the hut for them, Horat is their only target/leverage, and they need to handle the devils. The nearest demon seizes Horat and drags his body farther from the hut. Another demon casts a web spell over several devils and moves in to attack. Two others move in and attack as well. They land a couple of hits but are really not designed for fighting these devils, who resist their slams and are immune to their poison. The devils strike back with their infernal daggers and land some hits as well but have the same difficulty!

Everyone, GO!


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

"Damn!" Enizver swore, the satisfaction of taking out the spellcaster with one round, well placed thank's to Uki, leaking away as the damnable creatures dragged Horat away. "You have chosen very poorly," he muttered as the long gun turned to one of those dragging the warrior away.

To Hit: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Thunder Monger: 2d6 ⇒ (4, 6) = 10
Insightful Fighting: 1d20 + 8 ⇒ (16) + 8 = 24
Sneak Attack: 3d6 ⇒ (3, 6, 6) = 15


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 Save: 1d20 + 5 ⇒ (12) + 5 = 17

Not sure of DC


That succeeds. So at the end of Horat's turn, he's no longer paralyzed.

Sorry to ask again, E, but I have moving brain. Your thunder monger counts as a magic weapon?


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

I...don't think so? It counts as Thunder damage, so they may well absorb that part.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Liv took advantage of her higher altitude to zip in close to Horat, remaining out of reach until she had arrived near her target. She then reached out to the warrior, placing a hand on his shoulder. The two of them then disappeared in a clap of thunder, appearing next to the hut where Liv promptly dragged the warrior back inside.

DC 15 Con save from blue, orange, pink, and red in the web spell for half damage.
Thunder damage: 3d10 ⇒ (3, 1, 2) = 6 Good thing the purpose of this was more to get out of reach without OA rather than damage...


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Hmm, this raises the classic question of whether or not you can teleport someone out of a grapple since the demon is holding onto Horat. I'll do some reading on how that works in 5e.

Edit: Jeremy Crawford says it works, since nothing in the grappled condition says it prevents that. That's what I thought.

Olivia rescues Horat with a boom and drags him back inside the hut.

Do you guys want to keep doing things or just watch and see what happens? I can narrate quickly through a lot of material if you don't care about the fiend-fight outside the hut now that you're all inside.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

When Horat is brought safely into the hut, S. A. M. reaches out to clasp his shoulder as divine healing flows through the construct.

9 HP of Lay on Hands for Horat. I am comfortable waiting out this fight. Attacking one side inevitably helps the other...


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Yeah, it would have been a lot more obviously do-able if someone else had taken down the guy holding him, which is why I was originally waiting in case SAM or Uki managed that. My other plan was to Dodge and just drag him away, which was only going to work if someone killed the grappler.

Liv similarly bandages Horat with her healing kit as she watches in interest as the demons and devils fight, trying to make a mental note of what the different demons and devils' abilities were.

Assuming we get to our next round's action:
Healer's Kit, Horat: 1d6 + 4 + 6 ⇒ (5) + 4 + 6 = 15

I'm also fine just waiting out the fight to see who wins/who is left over at the end that we might want to pop out and kill.


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 gasps as his muscles become his own to command once again.

"My thanks."

The warrior stands once again ready, trying to regain his full strength.

30/57 hp


The demons and devils fight, raging with claws and poisonous attacks. But it takes them a while to destroy each other as they resist all of each others attacks. After a fierce war of attrition, the devils defeat the demons then disappear. Hours and hours pass as you wait to hear back from the devils on your proposition.

You definitely got a short rest. It's also been long enough now for the helm to recharge.

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