The Dales and Beyond

Game Master littlehewy

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Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Alright then, well let's get a movin! Kraz thinks anyways.."


Nilelane could summon a tensor's disc if no one wants to carry the dwarf


Tirrendale can currently only move at half speed, but he can walk, if that helps the decision-making process.

"Do you... does anyone have a spare weapon?" Tirrendale rasps in his pitiful whisper. "I cannot call down my goddess's power, not since they cut my throat. I can channel a little, but no spells."

Once Tirrendale's sorted out...

"That way," he rasps hoarsely, pointing back the way you've come. "On the other side of the big chamber, there's a secret door. That's where the gibberlings come out. I fled, hid among the sea of gibberlings, and made it this far before it all went black..."


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin tries to recall what a Gibberling is.
INT: 1d20 + 1 ⇒ (20) + 1 = 21

You said a sea? That is quite a lot. Is there anything else you can tell us about what we are walking into?”


Sorin racks her brain, but she's not sure she's even heard of a gibberling.

"Drow," he whispers. "At least ten or fifteen drow at any time. There's a priestess, and a wizard who leads them all. And quaggoths. They have a small base, where they hold us. There might be... a bridge before the gate."


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"What's a Gibber? Kraz had never heard of one. Fifteen drow's and shaggy's sound like a lot to fight at once."


Arcana or history for the gibberlings?

Arcana/History: 1d20 + 5 ⇒ (16) + 5 = 21


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

"Your right Kraz...that does sound like a formidable group, so we will just have to thin them out a bit! Perhaps we should sneak up and take a look at what this chamber holds before we try to make any plans?"

Jack is secretly relieved that they will not have to return to the small, twisting tunnel.


Sorin & Nilelane: I set the DC at 25, as I'm pretty sure this module marked the first appearance of the gibberlings in the Realms, but with both of you rolling 21s it'd be churlish of me not to give you a little something.

Nilelane and Sorin put their heads together, and between them they are pretty sure that gibberlings are strange, mutated creatures created by magic or on other planes. They roam in large packs, and are the scourge of whatever environment they're in, like a plague of locusts. Tirrendale confirms this, describing them as small, furry, mindless beasts. The drow have been releasing them in waves, and Tirrendale managed to hide within a pack of them as they were herded out of the drow complex. Where they went, he doesn't know, but he fell unconscious shortly after leaving the pack, battered and bruised.

So want to follow Tirrendale to the secret door back in the big room? Or something else?


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Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Maybe Jack thought it was a Badger Wizard that attacked him and in fact it was the Gibbers! Tons of Gibber Wizards and Drows do not sound fun.. Kraz thinks we should definitely try to separate them before attacking."

Apparently if he has not seen one or said thing is sneaky it is automatically a wizard.. Just FYI..


I vote secret door


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

That's fine with me.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack moves over to where the secret door is located and gives the area a check to make sure there are no traps attached to the portal.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Tirrendale leads you all back into the huge cavern, and across to the south-east. He stops before a patch of wall only thirty feet to the east of the small tunnel you entered this section of caves through. He stares at it for a moment, then whispers, "It's here, but I don't know how to open it."

Jack steps forward, checking cautiously as he does for traps, then spots a hand-sized depression in the wall. Looking inside it, he sees a rough stone handle. Reaching in, he gives it a tug, and the wall swings out slightly towards you on silent hinges. Jack pokes his head towards the gap, and sees a fifteen-foot wide tunnel head south for twenty feet, then turn left (to the east). It is unlit and silent.


Nilelane deposits the 4 glowing orbs from her mouth, assembling them into the shape of a man...a man of pure light. He walks down this new corridor...

Dancing lights, humanoid form


The glowing figure reaches the turn, obviously visible to anyone or anything that maybe around the corner. After ten seconds or so, nothing happens.

Nice idea. Hasn't flushed anything out yet though. Want to move forward? Still with the dancing lights preceding you all?


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

let’s keep the humanoid light man moving. Brilliant idea


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Them wizards sure do have great ideas.."

Kraz moves up with the rest of the group.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

man made of lights... brilliant idea... I see what you did there.

Sorin nods agreement with the others and doesn’t have much to add besides moving cautiously behind the illumination figure.

dodge action, as we move forward.


Likewise nothing to add, still heading down the hall


GM's screen:
1d20 ⇒ 18
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 3 ⇒ (10) + 3 = 13

You all creep down the wide, roomy tunnel, following it for maybe 80 feet, with the glowing man-shape preceding you by 20 feet (just far enough for you to stay out of the light, but close enough to benefit from it). 20 feet ahead of the glowing shape you see the the tunnel splits, both forks heading parallel in roughly the same direction (east). As you all instinctively pause, you hear an abrupt, loud creak, then a snap, followed by a crashing and rumbling noise from ahead. Before any of you can react properly, Nilelane's glowing man is buried beneath an avalanche of debris, mostly small boulders and gravel from the brief glimpse you get before the light is buried. As the dust swirls around you, you can see that the tunnel is now blocked for its entire width, but a foot or two of space remains at the top of the tunnel.

What do you do? Please make a DC 10 Con save to avoid spending 1d4 founds coughing and choking (noisily).


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

con: 1d20 ⇒ 3


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

1d4 ⇒ 3

Beerg sees the roof ceiling collapse and instinctively steps forward to assist. In doing so gets a lung full of the rubble dust created by the moving earth. Ugh.....Cough, ahhhh, cough

Beerg begins struggling with air and holds his chest as his lungs fill further as he inhales involuntarily with each cough


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Con: 1d20 ⇒ 1

Oh, for the love of.....

Jack, unfortunately, was just in the middle of taking a deep breath to ask the group what they wanted to do, thus inhaling a huge amount of dust! Hacking and coughing, the poor rogue stumbles back towards fresh air.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Con: 1d20 + 4 ⇒ (3) + 4 = 7

"Arrrggg.. Cough.."

Rounds: 1d4 ⇒ 1

The space at the top looks large enough to slide through?


Gee, that's some nasty dust; perhaps they used asbestos in the roof! Yep Kraz, from where you are it looks like you'd all be able to squeeze through the top... although it would only take minutes to clear the top to make any potentially swift retreats easier.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

After the dust settles Kraz will begin digging out the area for better access each way..

"Kraz will move these rocks. Yall keep a look out."


Con save: 1d20 + 1 ⇒ (14) + 1 = 15

Nilelane looks like she is about to sneeze but in the end does not. She tries to slowly pull her magical light from the cracks in the rubble.

As Kraz digs I'll cast a few rituals, Unseen Servant and Tensors Disc, just to have handy. I assume the digging would take at least 20 minues. Unseen servant can start helping clear rocks after 10 min.


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Kraz, Let me help you there. Many hands make light work!

Beerg gets up on the rubble after he stops coughing and gets chance to take a deep clean breath of air.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Con: 1d20 + 1 ⇒ (14) + 1 = 15

Sorin quickly covers her mouth and nose with her sleeve. As the dust and debris settle, she watches and readies for an ambush. dodge action

As the others begin digging out and she is confident that there is not a pending attack to intercept, she begins helping the others.


GM's screen:
Jr: 1d4 ⇒ 1
Sp: 1d20 + 4 ⇒ (16) + 4 = 20


Kraz and Jack recover quickly from their coughing fits, but Beerg takes slightly longer to clear his airways. As Kraz begins to clear the debris from the top of the rockfall and Nilelane retrieves her body of light from the pile, Sorin sees a flash of movement with her darkvision - behind the party. Turning, she sees three robed and hooded creatures crouched some 40 feet away. Just as a high-pitched, birdlike twitter emanates from one of them, she calls out to her companions, "Look out!"

GM's screen:
Beerg: 1d20 ⇒ 1
Jack: 1d20 + 3 ⇒ (12) + 3 = 15
Kraz: 1d20 + 2 ⇒ (20) + 2 = 22
Nilelane: 1d20 + 2 ⇒ (10) + 2 = 12
Sorin: 1d20 + 3 ⇒ (16) + 3 = 19
1d20 - 1 ⇒ (5) - 1 = 4

INITIATIVE ORDER - Round 1
Kraz (surprised)
Sorin
Jack (surprised)
Nilelane (surprised)
???
Beerg (surprised)

Sorin, you're up! The creatures are 40 feet away, back the way you came. Map to come.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

don’t forget our dwarf friend.

Knowing her friends are not ready for the attack, Sorin leaps toward the three enemies hoping to stall them long enough for the others to get prepared.

After reciting a prayer of protection, Sorin clears the forty feet quickly (due to her monk movement). She pauses briefly to consider her opponents. ”Friend or foe? Speak now or feel the wrath of Torm.” she asks while taking a defensive stance with her quarterstaff.

After casting shield of faith, she will move to base as many of the creatures as possible, spending a Kai point for the dodge action as a bonus action.


Thanks for the reminder about your NPC companion! Also, you can get into base contact with two of the creatures, not the third.

GM's screen:
Tirrendale init: 1d20 - 1 ⇒ (15) - 1 = 14
1d20 ⇒ 1
1d20 ⇒ 4
1d20 ⇒ 2
1d20 ⇒ 5
1d20 ⇒ 18
1d20 ⇒ 5

INITIATIVE ORDER - Round 1 (Updated)
Kraz (surprised)
Sorin
Jack (surprised)
Tirrendale (surprised)
Nilelane (surprised)
???
Beerg (surprised)

The cowled creatures appear taken aback by Sorin's sudden leap forward, and as one they raise their hands to their faces. A series of 'fwoops' can be heard. Up on top of the rubble pile, Kraz hears the same noise - coming from the other side of the debris.

@Sorin: 1d20 + 1 ⇒ (14) + 1 = 15
@Sorin disad: 1d20 + 1 ⇒ (3) + 1 = 4
@Sorin: 1d20 + 1 ⇒ (7) + 1 = 8
@Sorin disad: 1d20 + 1 ⇒ (4) + 1 = 5
@Nilelane: 1d20 + 1 ⇒ (12) + 1 = 13
@Kraz: 1d20 + 1 ⇒ (6) + 1 = 7
@Kraz: 1d20 + 1 ⇒ (7) + 1 = 8
@Kraz: 1d20 + 1 ⇒ (5) + 1 = 6

Terrible rolling! Those rolls could have led to a dramatically different outcome here...

Nilelane feels a sharp pain in her leg, and looks down to see a small feathered dart protruding from her thigh. 1 hp of damage, and a Con check please Nilelane.

Nilelane failed check (12 or less):
You now have the poisoned condition.

Nilelane fail (8 or less):
You are unconscious!

INITIATIVE ORDER - Round 2
Kraz
Sorin
Jack
Tirrendale
Nilelane
???
Beerg

Everyone but Beerg, go!


Con vs Poison: 1d20 + 1 ⇒ (6) + 1 = 7

"...strudel..." she says lazily before plopping on the floor like a discarded jacket.

Not sure if this dispels my drow disguise, unseen servant, and tensor's disc.


Nope, none of them are concentration spells.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Ath: 1d20 + 5 ⇒ (11) + 5 = 16

Kraz moves along the rubble, springing off and ending up in front of the middle robed thing.. With a bestial roar he enters a rage as a bonus action.

"Kraz doesn't like sneaky wizards!"


Kraz, for your continued ridiculous comments about wizards (who may or may not be badgers), I'm giving you inspiration, if you don't have it already. Sorin and Jack, what are you doing?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Lol nice! Eventually he will actually run into a wizard and catch em off guard!


Or mistake the wizard for a badger, rofl.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack silently shifts himself into the darkness and tries to get into a better position to surprise these mysterious beings.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin focuses two attacks at the creature on her left. The shadows playing games with her perception, her attacks are not well timed.

Quarterstaff: 1d20 + 5 ⇒ (6) + 5 = 11
Kick: 1d20 + 5 ⇒ (1) + 5 = 6

ki point for dodge action once again. Ugh, bad rolls


Jack, I'll let you move yourself on the map to where you want to be. I assume it'll be away from Nilelane's light, which is now immobile - I'll put it on the map now too. Also, bear in mind that the figures are out of the light's range (20' of diml light), so you can't actually see them. Also, everyone with darkvision is fighting with disadvantage at this stage, as you're all in darkness. That goes for the figures too, remind me if I forget.

Oh, so take back your two ki points Sorin, you would be aware that you don't need to dodge; given the lighting conditions it grants you no benefit.

The figures engaged by Kraz and Sorin drop something to the ground and draw longswords, slashing at the companions with those weapons but also lunging forward to bite! Those not engaged attack again with what must be blowguns.

GM's screen:
@Sorin LS: 1d20 + 3 ⇒ (5) + 3 = 8
@Sorin LS disad: 1d20 + 3 ⇒ (20) + 3 = 23
@Sorin Bite: 1d20 + 3 ⇒ (18) + 3 = 21
@Sorin Bite disad: 1d20 + 3 ⇒ (18) + 3 = 21
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3
@Sorin LS: 1d20 + 3 ⇒ (16) + 3 = 19
@Sorin LS disad: 1d20 + 3 ⇒ (3) + 3 = 6
@Sorin Bite: 1d20 + 3 ⇒ (2) + 3 = 5
@Sorin Bite disad: 1d20 + 3 ⇒ (12) + 3 = 15
@Sorin BG: 1d20 + 1 ⇒ (7) + 1 = 8
@Sorin BG disad: 1d20 + 1 ⇒ (15) + 1 = 16

@Kraz LS: 1d20 + 3 ⇒ (7) + 3 = 10
@Kraz LS disad: 1d20 + 3 ⇒ (17) + 3 = 20
@Kraz Bite: 1d20 + 3 ⇒ (12) + 3 = 15
@Kraz Bite disad: 1d20 + 3 ⇒ (15) + 3 = 18
@Kraz BG: 1d20 + 1 ⇒ (5) + 1 = 6
@Kraz BG disad: 1d20 + 1 ⇒ (11) + 1 = 12
@Kraz BG: 1d20 + 1 ⇒ (16) + 1 = 17
@Kraz BG disad: 1d20 + 1 ⇒ (1) + 1 = 2

Ha take a look behind that spoiler. Disadvantage sucks!

One of the creatures manages to bite Sorin's forearm, and as its cowl falls back a little she sees that its head and face seem to be half wolf, half snake, with human eyes glinting! 3 damage Sorin.

Beerg you're up, then back to the top, so everybody go!

INITIATIVE ORDER - Round 3
Beerg (Round 2)
Kraz
Sorin
Jack
Tirrendale
Nilelane
???
Beerg


Ah, I had forgot about Dancing Lights. That one is concentration actually...


Ah crap. You're in the dark Jack! You may want to light a torch!


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg wtaches as Kraz climbs over the pile of rocks. He the hears Sorin yelp in pain and instinctively runs to her aid

I will move up behind Sorin and cast hunters mark on the middle one. Unless i can move to the front of the creature and still cast? movement always confuses me.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Conc: 1d20 + 1 ⇒ (13) + 1 = 14

Sorin is relieved to see Beerg coming to her aid as she shrugs off the flesh wound caused by the odd creature. Focusing her ki, she unleashed a flurry of kicks and punches at the creature. ideally, the creature Beerg is about to attack, in an attempt to soften them up The dark tunnels unfortuneately have an effect on her accuracy allowing only one of them to slip through.

Qstaff D/A: 1d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (11) + 5 = 16 that won’t do it

Kicks D/A: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (7) + 5 = 12 maybe? Bludgeoning Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Punches D/A: 1d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (14) + 5 = 19 oh yeah Bludgeoning Damage: 1d4 + 3 ⇒ (3) + 3 = 6

hp = -3
Kai = 1/2
Spells = 1/2


Beerg, you can split movement to take actions, but casting doesn't provoke AoO like in Pathfinder. So you can move twice and cast (bonus action) wherever you like.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Kraz swings at the one in front of him. His face a contorted look of rage..

Attack 1: 1d20 + 5 ⇒ (4) + 5 = 9
Attack Dis: 1d20 + 5 ⇒ (10) + 5 = 15

Attack 2: 1d20 + 5 ⇒ (12) + 5 = 17
Attack 2 Dis: 1d20 + 5 ⇒ (14) + 5 = 19

Dam 2: 2d6 + 5 ⇒ (2, 2) + 5 = 9

FIxed it, didn't realize darkvision wouldn't cover that. So magical darkness?


Unfortunately you have disadvantage on those attacks, Kraz. You're in full darkness.

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