The Dales and Beyond

Game Master littlehewy

Current Area Map
Current Room Map
Treasure Chest


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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)

I think we were waiting to see if anything happened to the illusion.


Yeah I get that too, was making more of a general statement on the discussion page, and again, more about my posting than any of yours.

GM's screen:
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (20) + 1 = 21

Nilelane directs the glowing figure out above the surface of the water, and for the first 60 feet or so, all is well; the water appears to continue on to the far edge of the figure's light, and there is no disturbance. Once the glowing man-shape gets further than that, something happens out there. You're not sure what, but the surface of the water is definitely disturbed over a period of about three seconds.

The disturbance stops as soon as it begins, and the figure continues on. Just before it winks out at the farthest edge of the spell's range you're able to see what appears to be the end of a wooden jetty, although what it is attached to is still outside of the figure's radius of light.


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)

"Great.. So something is gonna try to eat Kraz when he swims.."


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 down to the edge of the water, looking for any other path that the group might take...perhaps a hidden ledge or passage??

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Lost in thought "...but I think badgers can not swim..."

Voting we just go for it if Jack's search turns up nothing

edit: Nilelane conjures up 4 new globes to encircle Jack and prod around as he searches...Help action for advantage if possible


Jack's advantage: 1d20 + 5 ⇒ (10) + 5 = 15

Nilelane sends four mildly annoying globes of soft glowing light to help Jack in his search, and as he peers down at the water at the extreme right of the landing he notices that the surface of the water there is acting... oddly.


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

Glancing back Jack smiles at Nilelane for her help, but then notices the odd way the water is acting to the extreme right.

"Nilelane can you move one of your globes over that way? It looks a little strange the way the water is acting there."

Jack moves as close as possible without actually stepping into the water.


She does so and takes a look herself...

Arcana?: 1d20 + 5 ⇒ (16) + 5 = 21


Jack and Nilelane both peer down at the water's surface for a few moments, then turn to look at each other in amazement. It seems that some of the water is being displaced by something, something that the gentle ripples of current on the surface wash around. Something invisible, and rather... canoe-shaped. Now that you're both aware of it, you can hear a faint knocking sound as the invisible canoe knocks against the side of the ledge.

Well, how about that! The canoe looks like it could fit four or five comfortably, six with a bit of squishing.


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 wants to know what yall looking at!"


Surprised "...its a concealed watercraft! Its girth can certainly accommodate our sextuple!" she pushes Jack in.


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

"Uphf!! Ok, don't get so pushy..haha!"

Jack stumbles into the invisible craft and takes a position at the far end. He reaches around the interior to see if he can find any paddles.


Jack clambers along the length of the canoe, and does indeed find two oars lying lengthwise in the boat.

Okay, so want to all climb in and head across the gently flowing water? If so, any particular direction? You did see the end of a pier on roughly straight ahead when Nilelane sent her glowing man across.


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 thinks we should just get to the other side."


As everyone piles in, Nilelane seems to become more and more nervous, gripping the sides with white knuckles "....dont rock the boat!"

She sends her globes ahead as the others row.


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 gets in the boat but to the opposite end to Kraz.
Looks to kraz and says

We don't want to over weigh this thing both being at one end.
Beerg looking down at what appears to be a boat beneath him.


The party sets out on the canoe, Kraz rowing. It is a strange sensation, sitting in an invisible boat; the water appears to be directly below you, and with the help of Nilelane's lights you can see some distance into the clear water. The rocky bottom of the river drops away quickly, and you soon have no idea how deep it goes. Kraz adjusts easily to the rather gentle current that tries to nudge the canoe northward, and heads straight towards where you know the pier to be on the other side. It comes into view after you've travelled about fifty feet, and it is still one hundred feet away then.

When Kraz rows you all to the mid-point between the two shores, you can see that on each side of the pier is another tethered, and visible, canoe, and the pier itself, 25 feet long, protrudes from another rocky ledge with another tunnel continuing on into the darkness. About now, you also notice the odour of decay that permeates the air.

GM's screen:

1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 1 ⇒ (19) + 1 = 20

The canoe reaches the pier uneventfully, and you all clamber out of the boat.

Heading on? Doing something else?


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 doesn't like stinking things.. Let's get moving up that tunnel.."


How heavy (lbs) are the invisible canoes? Can I throw one on a disc and keep it?


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

Death fills the air. It must mean we are close.

beerg lowers his head and says a small prayer

Torm will aid us in freeing the dwarves Beerg raises his head steadfastly lets move forward


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 takes some time to look around the dock area before they proceed further into the cavern.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11


As they walk along, Nilelane has a though, sensitive to illusion "Talltales...tall-tales. Is your story a mask? Do your people share this name, I wonder...will you name your true clan?" she cycles through images of a few dwarven clans she can remember quickly with her minor illusion...images of clan crests, hammers, anvils, and sprockets flash rapidly.

If he shares his clan name, will roll history on it. I cycled back a few pages and couldnt find previous mention of it.

History: 1d20 + 5 ⇒ (2) + 5 = 7


The two canoes on this side are visible.

Nilelane inspects the canoes as the party disembarks onto the pier, and can see that they are made of reasonably heavy wood. You estimate they'd weigh about 80-100 lbs each, as they're well over 10 feet long. You could certainly get a couple of your stronger party members to pop one on a floating disc for you. You want the invisible one?

Talltales gives Nilelane a whispered response. "My great-grandfather was a rather rare find in our clan - he was a skald, equal parts warrior, spellcaster, lorekeeper, and talespinner. Though he took part in many valorous deeds, he was best remembered for how much the children loved him. He would tell them preposterous tales every night, making them laugh and cry. We have taken his moniker as our family name ever since. Before that, my family belonged to clan Melairkyn, once from the Savage Frontier, what is now Waterdeep. But Clan Melairkyn is no more. My family long ago married into and joined the Iron House, led by Ghellin, the King in Exile. Our subterranean hold is near Tilverton." At this, he begins a hacking cough, his throat obviously irritated by so much talking. He gives a sad, apologetic glance to Nilelane and takes a swig of water from Jack's canteen.

Leaving the lake cavern, you progress down a fairly broad natural passageway which has been cleared of loose rocks and other debris. The passage takes a sharp northerly turn and enters a 50-foot by 65-foot natural cavern, with a 30-foot-high ceiling. A small pile of dirt in one corner, a large, flat rock suitable for use as a table for cards or dining, and an exit at the far right corner are the only significant features of the room.


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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)

"Kraz feels like he would have liked those stories as well."

He says as he hefts the invisible canoes onto Nilelane's floating disc.

Moving into the room.

"Kraz thinks this must be where the wizards plays cards.."


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Cool, a 10 ft invisible 100 lb object sounds interesting.

Nilelane didn't know the Coast as well as the Dales, but the architecture of Waterdeep was always inspiring. She wondered what role the dwarf's ancestors played in its foundation, her mind getting lost in historical fantasy...it was yet another escape method to avoid thoughts of her daughter.

Inside the room, her nose turned at the pile of dirt, and she directed her telekinetic servant to dig into it for inspection.

As that happened, she suddenly remembered something and pulled out a deck of cards taken from the drow earlier, tossing it onto the table. "If you can beat me at this hand, you become the wizard." she says to Kraz preparing to deal.


Nilelane's invisible servant sifts through the dirt as she sits down and challenges Kraz to a hand of cards, the stakes apparently magic itself - or perhaps just a pointy hat, Kraz can't be sure. The summoned presence spends a couple of minutes looking through the dirt, but uncovers nothing but more dirt. Tirrendale, still somewhat wearied from his trials, sits down heavily next to the flat stone "table", sighing as he does so.

Anyone else doing anything?


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 actually has problems with gambling lol..

"Kraz isn't sure if he's smart enough to be a wizard. Kraz likes to play cards though so what the hell.."

He sits and plays a hand..


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 sneaks up to the exit and glances around the area.

"Hey Nilelane, can I get one of your light globes over here please?"

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


She waves one of her globes Jack's way while dealing a dishonest hand to Kraz, stacking the cards so that he barely wins...

Sleight of Hand: 1d20 + 2 ⇒ (2) + 2 = 4

...it is pretty obvious to just about everyone paying attention. "Looks like fate is with you. Now you're a real wizard, Kraz...a diviner to be precise. That means you can see the future before it happens. What better way to fight them than with the tools of their own trade..."


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)

Although it is noticed Kraz doesn't seem to care that Nilelane cheated, as long as he was the winner..

"HA! Kraz will have to get himself one of them nice hats when he gets back the town.. Kraz, The Divine Wizard! Kraz likes this.."


One of Nilelane's globes floats over to help Jack search the area, and he pokes around, eyes and ears alert.

Jack:
As you search around the room you find little of interest, but jsut as you are about to announce this to the rest of the group, you hear the softest scuff of something - a clawed foot? - in the tunnel leading back to the great underground lake.


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

Nilelane....Kraz.., I love that you're now a wizard Kraz but we really need to helping Tirrendale free his people. Lets do the wizard training later.

Beerg looks at Tirrendale reassuringly.

We will help save your poeple or we will die trying.

Kraz now being a wizard is going to be fantastic. ;)


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)

A Divine Wizard as well! Now all he needs is a Headband of Intellect lol and actually be a wizard!

"Kraz thinks your right. We can do wizard training later!"


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 Beeg is standing and under his breath tells him he heard something coming from the tunnel leading back to the underground lake.

"not sure what it is, but something is moving back there and trying to be quiet too!"


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 looks at Jack with a silent nod.
He then signals to the group to silence and sneaks towards the sound where Jack directed him.

sneak: 1d20 ⇒ 17


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

I apologize for the absence.

Sorin has been meditating the entire trip across the lake and when as the party reached the other side and began resting, moved to a comfortable position and began to meditate once again.


Nilelane's elven eyes flash with their own light as she peers into the darkness...

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


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 follows trying his best to be sneaky..

Sneaky: 1d20 + 2 ⇒ (6) + 2 = 8 Perhaps a level a rogue needs to be had as well lol.


There's a mix of good and bad perception and stealth rolls going on here, I'm going to say that no one is surprised. That work for everyone?

GM's screen:

Beerg: 1d20 ⇒ 6
Jack: 1d20 + 3 ⇒ (16) + 3 = 19
Kraz: 1d20 + 2 ⇒ (13) + 2 = 15
Nilelane: 1d20 + 2 ⇒ (12) + 2 = 14
Sorin: 1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 2 ⇒ (12) + 2 = 14
1d20 - 1 ⇒ (13) - 1 = 12

Like wraiths out of the shadows, six shapes appear. One you recognise from before; the strange creature that fled from your most recent battle. The other five are drow, moving sinuously and noiselessly in their jet black armour and cloaks, which seem to melt into the darkness. Two hold short swords, two have short swords and hand crossbows, and the last holds a mace. All their weapons seem to be made of some gleaming, dark metal. The one with the mace smiles cruelly and murmurs in Elvish as he advances.

Elvish:
"Any we take alive will do well as slaves. But if any of them happen to die, that is just the will of Lloth!"

INITIATIVE ORDER - Round 1
Sorin
Jack
Kraz
Nilelane
Enemies
Beerg

Your enemies have rolled poorly - but not as poorly as Beerg! Everyone but the half-orc paladin is up!

For reference, the mace wielder has the red border, the swordsmen have orange and yellow, the swordsmen with hand crossbows are green and cyan, and the strange creature has a pink border.


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 moves to meet the drow on the right..

"Wizard's trying to ambush us eh? Kraz doesn't like that!"

Rage and attack..

Attack 1: 1d20 + 5 ⇒ (18) + 5 = 23
Attack 2: 1d20 + 5 ⇒ (10) + 5 = 15

Dam 1: 2d6 + 5 ⇒ (2, 2) + 5 = 9
Dam 2: 2d6 + 5 ⇒ (1, 6) + 5 = 12


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, hidden in the dark, fires at the sneaky drow. (aiming for red)

Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Adv. Attack: 1d20 + 5 ⇒ (14) + 5 = 19

Damage: 2d8 + 3 ⇒ (6, 3) + 3 = 12
Sneak: 4d6 ⇒ (5, 4, 6, 1) = 16


Nilelane winks out of existence instantly.

Invis. I want to pick up the boat (over my head like helmet) and use it to get between enemy archers and party, forming an invisible cover or disadvantage or both. I believe my 10 strength is enough to carry the 100 lbs without any penalty. But Im not sure about required movement since I didnt token the disc on map, so I will leave that up to you.


Yeah we can work something out here Nilelane, I really like the idea. I would assume the disc is between you and the entrance, so should be no problem getting it. The thing is, you'll be acting after all of your allies but Beerg, and they might crowd the space... Best case scenario, where would you want to be, and who are you trying to cover? You can probably cover 10 feet, so yourself, someone next to you, and everyone behind you.

Just waiting for Sorin's actions, then I'll resolve everything in order.


I see what you mean now, thanks. I put my 1st choice on map, going diagonally from Nilelane's location


Botting you, Sorin. Hope it's not too far from what you'd choose to do! Also, forgot Tirrendale! Turns out he's after Beerg.

GM's screen:

1d20 - 1 ⇒ (4) - 1 = 3
@Kraz: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Kraz Con: 1d20 + 4 ⇒ (4) + 4 = 8

@Beerg: 1d20 + 4 ⇒ (18) + 4 = 22
@Beerg disad: 1d20 + 4 ⇒ (20) + 4 = 24
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4
Beerg Con: 1d20 + 4 ⇒ (19) + 4 = 23

@Jack: 1d20 - 1 ⇒ (16) - 1 = 15
@Jack disad: 1d20 - 1 ⇒ (20) - 1 = 19
Jack Con: 1d20 ⇒ 17

@Beerg: 1d20 + 5 ⇒ (6) + 5 = 11
@Beerg disad: 1d20 + 5 ⇒ (2) + 5 = 7

Tirrendale: 1d20 + 4 ⇒ (17) + 4 = 21
Dmg: 1d8 + 2 ⇒ (7) + 2 = 9

Yellow drow -12

Sorin QS: 1d20 + 5 ⇒ (10) + 5 = 15
Sorin US: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

Sorin darts forward next to Kraz to attack the drow swordsman, who blocks her quarterstaff strike, but leaves himself open for a a kick to the midriff. His breath erupts from his body with a grunt as Sorin's foot drives into his stomach. Jack's crossbow quarrel takes the drow leader in the throat, and he falls to the stone floor as noiselessly as he entered the chamber. Kraz brings down his greatsword in an almighty blow, hacking through the shoulder of the drow kicked by Sorin, and the dark elf gives a cut off scream and flops to the ground, blood gushing out of the horrendous wound.

Kraz, assuming you'd like to step forward and attack the yellow one with your second attack...?

Kraz steps forward, slashing upwards this time, his blade cutting up into the drow's leg. His opponent staggers, crying out in pain, but remains standing.

Nilelane blinks out of sight, and the sound of wood scraping on metal can be heard.

The drows' crossbow strings twang, and the sound of the cloaked creature's blowgun can also be heard. Applying invisible canoe disadvantage as discussed to attacks on Beerg and Jack. A bolt appears in Kraz's thigh, and the half-orc looks down at the dart before dropping to the floor. Sorry Kraz, 3 damage, poisoned, and unconscious! Another strikes Beerg for 4 damage, and though Beerg feels the cold sensation of poison begin to spread from the quarrel, he quickly rips it out of his body and fights off the wave of heaviness that begins to wash over him.

A blowgun dart hits Jack in the arm (1 damage), but he too resists the poison.

Seeing Kraz fall to the ground, the sorely wounded drow in front of him gives a snarling grin and steps forward to attack Beerg. The surprise on his face is obvious as Nilelane blocks his strike with the invisible canoe!

INITIATIVE ORDER - Round 2
Beerg (Round 1)
Tirrendale (Round 1)
Sorin
Jack
Kraz (unconscious)
Nilelane
Enemies

Tirrendale rushes forward, wielding Beerg's warhammer. He swings furiously, and smashes the drow in the head, dropping him to the ground.

Good round! Everyone up, but Kraz (at this stage).


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 realises as Kraz goes down that the poison these creatures poses is going to be a problem.

Beerg flicks holy water in Jacks, Tirrendales and Sorins direction. bless 1d4 to att and saves inc poison

"Mighty Torm, flood their heart with courage, for not fearing death makes them stronger"


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 dam drow poison has his number lol..


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

Seeing his best friend drop, an evil glint comes into Jack's eye. With their leader down he targets the skulking figure at the back of the group (purple).

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Adv. Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Sneak: 2d6 ⇒ (4, 2) = 6

Hide: 1d20 + 5 ⇒ (10) + 5 = 15


Can I step on Kraz' face to try and wake him up? If I can do that without breaking invis thats what Ill do.


Jack, just so you know... you can't hide where you are. You're in the open, the enemies are fully aware of you, the area is lit, and drow have superior darkvision. You shouldn't have been hidden last round either, but I missed it, so my bad on that one.

Yep Nilelane, you can use your action to wake Kraz without breaking invisibility. Face-step to your heart's content!

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