The Rowdy Roughboys : Scales of War

Game Master RyckyRych

Scales of War on Roll20 (Maps!)

Map of Elsir Vale

Initiative:

[dice=Fergus]d20 + 0[/dice]
[dice=Fizzlebomb]d20 + 0[/dice]
[dice=Haldor]d20 + 0[/dice]
[dice=Varis]d20 + 3[/dice]

Perception:

[dice=Fergus]d20 + 2[/dice]
[dice=Fizzlebomb]d20 + 0[/dice]
[dice=Haldor]d20 + 5[/dice]
[dice=Varis]d20 + 3[/dice]


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Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

The adventure doesn't say so specifically but I would imagine you could do something to that effect, or at least you think you can. You can determine that the additional creatures in the vats have not completed their transformation. They would die immediately after being released.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

I think we ought to dispose of these abominations. They are an affront to nature.

Fizz will walk around the unopened vats and release the fluids inside, analyzing the creatures inside for any weaknesses that are apparent in the vent that the group runs across others of this nature in our adventures here in the shadowfell.


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Investigation: 1d20 - 1 ⇒ (6) - 1 = 5


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Actually that 10 Investigation is enough, Fizz. I didn't adjust the DC low enough to account for the 4E to 5E conversion. I should have lowered the Perception one also.

Fizz discovers a secret door in the northwest corner of the Foundry. You believe this must lead to Sarshun's tower. You also believe you can gain more information about his plans there. Alas, Part 3 awaits!

The party hears noises coming from the front doors of the Foundry. Worried that they will be discovered among hosts of dead goblins, dark creepers and other disgusting creatures, you hurry into the secret tunnel and close the secret door behind you.

The tunnel is illuminated by magical light sources positioned every so often on the walls. Its supposed to be dim light but I think that has been a nuisance in 5E. The tunnel seems to travel for some time but eventually you find a stairway leading up. The interior walls of the tunnel are polished gray marble from floor to ceiling, though signs of age are apparent.

Perception DC 12:
You find a secret door in the north wall of the tunnel about 20' from the bottom of the stairs.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

perception: 1d20 + 2 ⇒ (14) + 2 = 16

Secret door here.

Can we tell how long / far we have been walking? Are we still in the camp area?

(1) Cure Wounds Range Touch
healing: 2d8 + 7 ⇒ (7, 7) + 7 = 21


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Hmm, looking at the Umberforge map, its not that far off. Say 50-75 feet is all. You are easily within the area you spent the last couple of days in, yes.

Go into the secret door or proceed to the stairs?


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

I vote for the secret door. Maybe there's a way up without announcing our presence to whats-his-name.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

The party enters inside a large room. The crumbling walls of this chamber were once covered with muted frescoes, but only fragments of plaster now remain. In the center of the room, a black stone altar rises, its surface buried beneath a thick layer of dust.

DC 17 Perception or Survival:
From the lack of disturbance in the dust you surmise that this place has not been visited in quite some time.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

perception: 1d20 + 2 ⇒ (3) + 2 = 5

Hey look, a big black stone thing


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Hey, you're right! That's neato.


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

perception: 1d20 + 6 ⇒ (19) + 6 = 25

"Nobody had walked pass here recently"


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Anything further you wish to do in here? What's your next move?


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Approaching cautiously, but putting a shim in the door so it doesn't close on us and we get eaten by ....

Fizz will use his wand of detect magic

Fergus, Haldor one of you guys check to see if you can sense a religious aspect to it


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

To what? Details, please.

Religion: 1d20 + 2 ⇒ (4) + 2 = 6

I'll, uh, leave this to the paladin. He could, uh, stand to put his brain to use for once.


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Fergus sweats a little, not wanting to reveal to everybody that he wasn't a very good student in school.

Religion: 1d20 - 1 ⇒ (18) - 1 = 17


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Neither Haldor or Fergus can determine the origin of the shrine, they surmise that is was just a generic place of worship or one of a forgotten god. The room is otherwise empty.

Assuming that you now move on.

Back out into the hallway you close the secret door carefully. Proceeding to the set of stairs, you climb until you find yourselves facing a blank. Closer inspection reveals that this seems to be the opposite side of another concealed door.

Cautiously, Fergus opens the door after locating the mechanism. The door swings open with a loud creak as you look into what appears to be a library. Dim light fills this area from globes of gray glass set around the room. Shelves of books and scrolls line the walls here, and a large table covered with scrolls and bound volumes dominates an adjoining chamber. A female shadar-kai stands there, looking up in astonishment! Two shadar-kai warriors, katars at their belts, scramble away from the door in surprise. A third warrior is digging through books on a nearby shelf, his greatsword leaning against the wall a few feet away!

Initiative!:
Fergus: 1d20 + 0 ⇒ (11) + 0 = 11
Fizzlebomb: 1d20 + 0 ⇒ (6) + 0 = 6
Haldor: 1d20 + 0 ⇒ (13) + 0 = 13
Varis: 1d20 + 3 ⇒ (10) + 3 = 13
Warriors: 1d20 + 4 ⇒ (12) + 4 = 16
Witch: 1d20 + 3 ⇒ (19) + 3 = 22

Almost as if the enemy was wary of the secret door, the witch suddenly becomes blurry to your vision and then runs to the north side of the room and out of sight! The warriors then advance on the paladin!

Greatsword: 1d20 + 6 ⇒ (5) + 6 = 11 for Damage: 2d6 + 4 - 3 ⇒ (1, 5) + 4 - 3 = 7
Greatsword: 1d20 + 6 ⇒ (10) + 6 = 16 for Damage: 2d6 + 4 - 3 ⇒ (5, 4) + 4 - 3 = 10

Shortsword: 1d20 + 6 ⇒ (11) + 6 = 17 for Damage: 1d6 + 4 - 3 ⇒ (4) + 4 - 3 = 5
Shortsword: 1d20 + 6 ⇒ (3) + 6 = 9 for Damage: 1d6 + 4 - 3 ⇒ (6) + 4 - 3 = 7

Shortsword: 1d20 + 6 ⇒ (9) + 6 = 15 for Damage: 1d6 + 4 - 3 ⇒ (6) + 4 - 3 = 7
Shortsword: 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 2d6 + 4 - 3 ⇒ (2, 3) + 4 - 3 = 6

Only the final attack proves hazardous!

Fergus only!:
You keen sense for danger causes you to notice small holes within the frames of the bookshelves along the walls.

Party up!

Fergus -6
Witch {spell effect}


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Fergus tells his comrades about what he sees in the bookshelves. Mind the holes in the bookshelves, friends. Could be a source of trouble.

Versus the Greatsword Bozo:
First Attack: 1d20 + 8 ⇒ (16) + 8 = 24 for Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Second Attack: 1d20 + 8 ⇒ (13) + 8 = 21 for Damage: 1d8 + 7 ⇒ (6) + 7 = 13


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

The fella weilding the greatsword suffers two damaging strikes, but still stands in defiance!

All but Fergus!

Fergus -6
Witch {spell effect}
Greatsword -24


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Attacking Greatsword

FireBolt range 120ft
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 2d10 ⇒ (8, 10) = 18


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

Focus fire vs greatsword

bow: 1d20 + 6 ⇒ (9) + 6 = 15 dmg: 1d8 + 3 ⇒ (1) + 3 = 4
bow: 1d20 + 6 ⇒ (13) + 6 = 19 dmg: 1d8 + 3 ⇒ (5) + 3 = 8

I was planning to heal/short rest if we have the time. Did we?


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Yes, you can definitely have used your healing surges. I guess now is a good time to confirm what everyone's HP total is.

Fizz misses the greatsword warrior but Varis' second arrow lands and brings him down!

Haldor!

Fizz -2
Varis -23
Fergus -6


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

OK, this is what I think you have used for resources so far.

Fergus : (2) 1st level spell slots, (1) 2nd level
Fizz : (2) 2nd level slots, (1) Wand of MM charge
Haldor : (1) 2nd level slot, (1) 1st level slot
Varis : (1) ki point

Also, a question for Fizz. Why were you able to use Shocking Grasp as an AoO attack? An AoO is a reaction and that spell has a casting time of one action.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Probably not then. Didn't think it hit with an "11" and a "12"


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

healing: 5d8 + 5 ⇒ (6, 1, 4, 2, 3) + 5 = 21
Varis HP 31/33 Ki 2/5


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Is the greatsword down or still up? Map shows him still standing.


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Question. Since both of the warriors were able to target Fergus with an attack does that mean they are visible to Fergus and (therefore) the people standing behind Fergus?


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Greatsword fella should be down. That's twice I thought I removed a token that you guys still see. Perhaps I'm senile.

Haldor, they had a hard corner to deal with but they could target. I would say Varis could target (with cover) if he wished but you or Fizz would need to move up.


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Okay, 2 more questions. First, is the witch in the square labeled as "Witch?"

Second, the way I read the rule for the Spiritual Weapon spell, I do *not* have to be able to see the place where the weapon is to be created, as long as it is within range. Correct? For reference's sake, here is the spell description: "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon."


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

First, your character would have no idea where the witch went. I just put the pog in the hidden area. I didn't notice the pog's title was still visible.

For the second, yes, you can target a square that you know an enemy is in, like the fighters. You do not know where the witch is, Roll20 stuff aside. I'll move it further out of view to avoid more confusion.


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Yes, you're right. That would make sense that Haldor wouldn't be able to see her. I hadn't though that through fully.

Haldor will cast Spiritual Weapon on the space just southwest of the red warrior and northwest of the purple(? brown? what color is that?) warrior. Where I put the poorly drawn X. Maybe you could put a pog there that Haldor could move? Haldor will target the red warrior with the Spiritual Weapon.
Spiritual Weapon Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Having done so (with a bonus action), Haldor will Dodge/Evade with his action.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Haldor's spirit weapon strikes the red-faced warrior! I created a weapon that all of us can move around.

Can't update now, will do so this afternoon!


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Both warriors disengage and move back into the other room, out of sight from anyone in the party!

Fergus, I need a DC 12 Con Save from you or you are blinded (effect from the hit you took earlier, just realized I forgot to get it from you).

Party up!

Fizz -2
Varis -23
Fergus -6
Red -11


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Con Save: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Hold up a second before chasing those guys. I want to try something.

Earlier, Fergus noticed holes in the bookcases and told his comrades about them. He suspects they might be used to shoot gas or projectiles or something else unpleasant into the room. Suspecting that there must be some corresponding hole in the wall from which such unpleasantness must issue, Fergus wants to try and shove the two diagonal bookshelves away from him (i.e., slide the bookshelves along the wall a little) just a little bit in hopes of causing the known holes in the bookshelf and the suspected holes in the wall not to match up.

Is this something I could do? Would it require a strength check or something?


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Sure, but only one bookcase at a time and you would have to step into the room to do it. We'd use a strength check for this.


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Fergus slowly steps into the room 5 feet to nudge the bookcase on the southeastern wall slightly (in the manner described above).

Strength: 1d20 + 4 ⇒ (19) + 4 = 23

Fergus then steps back to where he started.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

As predicted, a "click" is heard and darts of shadow fill the area, potentially striking Fergus!

Number: 1d4 ⇒ 4

Darts!: 1d20 + 6 ⇒ (12) + 6 = 18 for Piercing: 1d6 ⇒ 2 plus Necrotic: 1d4 ⇒ 1
Darts!: 1d20 + 6 ⇒ (4) + 6 = 10 for Piercing: 1d6 ⇒ 1 plus Necrotic: 1d4 ⇒ 1
Darts!: 1d20 + 6 ⇒ (20) + 6 = 26 for Piercing: 2d6 - 3 ⇒ (6, 1) - 3 = 4 plus Necrotic: 2d4 ⇒ (2, 4) = 6
Darts!: 1d20 + 6 ⇒ (7) + 6 = 13 for Piercing: 1d6 ⇒ 3 plus Necrotic: 1d4 ⇒ 3

One of the darts finds a weak spot in the new armor! However, Fergus is able to move the bookshelf to a point that he believes will prevent some of the darts from firing again! Give yourself and Inspiration Point if you don't already have one... though I think everyone does since we always forget we have them, LOL.

All but Fergus!

Fizz -2
Varis -2
Fergus -16
Red -11


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Haldor will try the same with the bookshelf on the northeast wall.

Strength: 1d20 + 2 ⇒ (15) + 2 = 17

As a bonus action, Haldor will cause the Spiritual Weapon to move 20 feet.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will look around past Varis and "Good Job"

perception: 1d20 + 2 ⇒ (4) + 2 = 6


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Haldor tries his best but he is unable to budge the shelving while Fizz watches for enemies!

Varis!


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

Varis moves forward and goes after red not sure which square I should be, but should have enough movement

sword: 1d20 + 7 ⇒ (15) + 7 = 22 1d6 + 4 ⇒ (3) + 4 = 7
sword: 1d20 + 7 ⇒ (9) + 7 = 16 1d6 + 4 ⇒ (4) + 4 = 8

as bonus
fist: 1d20 + 6 ⇒ (12) + 6 = 18 1d6 + 3 ⇒ (4) + 3 = 7


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Varis goes into the room and finds the red warrior. He then strikes him until he is left a bloodied pulp! Varis can now see both the blue warrior and the witch but no one else can.

More shadow darts fill both of the rooms, possibly striking Varis and Haldor! Darts: 1d4 + 1d2 ⇒ (4) + (2) = 6

Haldor: 1d20 + 6 ⇒ (12) + 6 = 18
Haldor: 1d20 + 6 ⇒ (9) + 6 = 15
Haldor: 1d20 + 6 ⇒ (19) + 6 = 25 for Piercing: 1d6 ⇒ 5 plus Necrotic: 1d4 ⇒ 3

Varis: 1d20 + 6 ⇒ (2) + 6 = 8
Varis: 1d20 + 6 ⇒ (7) + 6 = 13
Varis: 1d20 + 6 ⇒ (14) + 6 = 20 for Piercing: 1d6 ⇒ 5 plus Necrotic: 1d4 ⇒ 2

The witch, still appearing blurry to Varis, sneers at the monk, Its best you do not see your impending doom! She then runs for the west door, opens it, and disappears! DC 15 Con save or be blinded, Varis.

Arcana DC 13:
She use some sort of teleportation, most likely into the next room.

The lone warrior also retreats into the next room!

Party up!

Fizz -2
Varis -9
Fergus -16
Haldor -8


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

if this is weapon ranged attack, Varis deflects the dart stopping1d10 + 8 ⇒ (4) + 8 = 12 points of damage

Con Save: 1d20 + 1 ⇒ (20) + 1 = 21
"I've stared into the face of Death, and Death blinked first. You'd think that would make me feel brave and invincible. It didn't."

Chasing the lone warrior
I still have 3 squares of movement, if that is not enough to reach Blue instead of fist attack Varis uses his bonus action and a ki point to dash

sword: 1d20 + 7 ⇒ (15) + 7 = 22 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
sword: 1d20 + 7 ⇒ (20) + 7 = 27 dmg: 1d6 + 4 ⇒ (4) + 4 = 8

as bonus
fist: 1d20 + 6 ⇒ (18) + 6 = 24 dmg: 1d6 + 3 ⇒ (1) + 3 = 4

crit damage: 1d6 ⇒ 6


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz moves to hide under the table.

arcana: 1d20 + 7 ⇒ (1) + 7 = 8


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

As Varis comes into the room the blue warrior attacks as he was ready for him, strking him twice! Varis then beats the man to death with three swift attacks! Varis, I've made the room fully visible and you can elect to use the rest of your movement now. For simplicity we'll say you have shouted to your companions what was revealed.

Shortsword: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Shortsword: 1d20 + 6 ⇒ (13) + 6 = 19 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Fizz then cowers under the table, wondering what sorcery could have aided the witch to disappear.

Haldor and Fergus is up! Varis can still move and Fizz still has an action.

Fizz -2
Varis -20
Fergus -16
Haldor -8


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Haldor double-moves into the room and uses his bonus action to move the Spiritual Weapon into the room, too.


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

With no other viable options available, Fergus double-moves into the room, too.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz not wanting to be left alone, chases after the paladin in his action.


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

I am good, where I am


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

The party moves into the room. This chamber appears to be a great hall or gallery, with fine couches spaced along walls hung with dark tapestries. In the center of the ceiling is an opening 15 feet across, and dim light is visible from the floor above. The floor directly beneath the opening has tiles of a lighter shade of gray than the rest of the room.

On the far side of the chamber, two shadar-kai armed with spiked chains argue with the witch that has just entered the room. At the witch’s side, a spectral wraith shifts within a cloud of shadow.

Suddenly you are spotted, and the shadar-kai lose all interest in their argument with the dark one as they shout a challenge and race toward you. The witch then orders the wraith forward with a command to attack.

I'll just have these new enemies work on the same initiative since the witch has alerted them. The area on the floor marked with dashes is where the opening in the ceiling is.

The warriors rush to attack the paladin!

Shortsword: 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d6 + 4 - 3 ⇒ (2) + 4 - 3 = 3
Shortsword: 1d20 + 6 ⇒ (5) + 6 = 11

Shortsword: 1d20 + 6 ⇒ (2) + 6 = 8
Shortsword: 1d20 + 6 ⇒ (14) + 6 = 20 for Damage: 1d6 + 4 - 3 ⇒ (4) + 4 - 3 = 5

The witch moves against the cleric and tries to touch him, her hand filled with fiery necrotic energy!

Touch: 1d20 + 7 ⇒ (16) + 7 = 23 for Necrotic: 2d8 ⇒ (1, 8) = 9 and Fire: 2d4 ⇒ (1, 2) = 3

The specter also attacks, also going to the cleric!

Life Drain: 1d20 + 4 ⇒ (17) + 4 = 21 for Necrotic: 3d6 ⇒ (6, 4, 4) = 14 plus a DC 10 Con check on lose the same amount from your max HP.

Party up!

Fizz -2
Varis -20
Fergus -24
Haldor -34

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