The World of Eafphqu: Team "good." (Inactive)

Game Master Hoary and Wizened

Setting Site

Battle Grid

Initiative:

Initiative =
Luna, Jun, Psalm, Nikeisha; BG (Red), BG (Orange), BG (Green), BG (Black); Quint, Hack; BG (Blue), BG (Purple), BG (Cyan), BG (Yellow).


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Another quick reminder, moving through allies costs two squares to one.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Spinning on her bare heel, Nikeisha grinned nastily. "Oh no. An ambush. Wouldn't it be awful if some was able to put it to sleep?" Oh, the irony.

Although she likely wouldn't be able to get all of them...she could get enough. The staff clicked against the floor. "Kaima."

Sleepy Time: 5d8 ⇒ (7, 8, 6, 5, 2) = 28


Battle Grid

Nikeisha's magic SLAMS into the unsuspecting worms, but she watches in a bit of horror as only the worm immediately adjacent to her stops wriggling.

Added the spell area to the map and conditions to the worm in question. Had to change the color and width of the condition markers as they were hard to see amidst all the other color. :) Orange is thoroughly asleep.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Nikeisha swore heavily as the spell failed to knock out more than one. "Be ware! These ones are a lot stronger than the previous ones."


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint pulls an arrow, nocks it on the bow lashed to his hand, then glances around to his allies, hoping one of them will charge in and attack in a way that will distract on of the worms so that he can attack it more effectively...


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Shenkt? Jun?


Shenkt could get there if he uses the Dash action to get more movement, but then he wouldn't actually get an attack. Jun could get there and attack.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 1

Hack throuws a hand axe at the worm directly ahead (Yellow), as he shouts,

Advance!

HA Att: 1d20 + 6 ⇒ (15) + 6 = 21
HA Dam: 1d6 + 4 ⇒ (1) + 4 = 5


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Can't see this battle grid from my work computer. Not my turn anyways, so oh well.


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun will leave the front spot open for Hack, and will instead give Nikesha Inspiration and then focus on his own defense.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint glances over at Jun and Shenkt, but neither of them seem very interested in moving from where they are. He lets out a breath that is almost a sigh before pulling his bowstring taut and letting the arrow fly.

shortbow @ yellow: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 4 ⇒ (4) + 4 = 8 No sneak, because nobody moved up.


Battle Grid

Both Hack's handaxe and Quint's arrow hit their mark, showing their deadly aim, even with comrades between themselves and their enemy. But, as Nikeisha warned, these worms are more robust, and even with an axe and arrow wound the worm does not fall. What happens next gives terrible truth to everyone's fears about how deadly this campaign below ground would be.

Green Sleep: 5d8 ⇒ (2, 4, 3, 5, 1) = 15
Red Sleep: 5d8 ⇒ (1, 8, 5, 3, 7) = 24
Yellow Sleep: 5d8 ⇒ (1, 1, 7, 6, 6) = 21

Three successive waves of sleep magic slam into the group, one right after the other. First, Vralk falls asleep, then Quint, after that Boddynuck drops, then Psalm.

After that the worms close the gaps between themselves and the group, almost like they are trying to herd the group into the pit. The cramped quarters suddenly got a lot more cramped, and a lot more dangerous.

I just have to talk myself through the process here. 1st sleep spell hits knocking out Vralk and Quint, as they have the lowest HP, and are therefore first affected. 15-9=6, which is not enough to tap out anyone else. 2nd sleep spell hits, ignoring Vralk and Quint because they are already asleep. Next is a tie between Jun and Boddynuck at 9 HP each, so I tagged Boddynuck first, just because, but, Jun's HP still counts against that spell, which means, 24-18=6, again not enough to tag anyone else. Final spell hits, ignoring both Gombdebo and Hack, as it focuses on the front line including Nikeisha, but with only 21 HP to work with, and Jun's still counting against it... 21-9=12. Both Psalm and Nikeisha are tied at 10 HP, so I went with Psalm just because he's sized small, and it seems more appropriate. After that there's no more HP to work with from that spell. Now, I realize, I could have been a real d-bag, and just added up all the HP, not counted those with elf-blood because it couldn't affect them, but if I did that I think, not only would it be no fun for those people that keep falling asleep, but much deadlier, much faster. So, I think I'll keep running it like that. Of course, those worms that survive will just be casting sleep again next round, and those that aren't woken up won't count against the HP total again... So, I guess waking those characters with low HP up is both important, and, relatively speaking, mean, because you're basically waking them up just so their HP can be used up by subsequent spells. :P Regardless...

Active Initiative =

Block 3:
Luna, Psalm (unconscious), Lindaer, Gomdebo, Boddynuck (unconscious). Obviously those characters unconscious can't act unless they are kicked/shaken awake by someone from their initiative block first.

Reminder you cannot move through these enemies as they are not two sizes larger or smaller than any of you. You also cannot end your movement in another character's or enemy's square. Which means, everyone is stuck where they are, until one or more of the creatures is changed from an enemy to an object via having all of its HP removed.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Hit: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Unable to move, Lindaer took a dagger and threw it at the wounded work. Already hit with axe and arrow, he hoped that the application of a dagger would finish the job. Because if not his comrades would just fall asleep once more and they would be pushed into the pit.


Any clue how far the pit goes down with my darkvision?


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

I can't move myself, so someone please move me.

Jun will move down to stand in front of Nikesha and then attack Red with his Katana. He will then grant Hack Bardic Inspiration.

Attack Roll: 1d20 + 3 ⇒ (9) + 3 = 12
Damage Roll: 1d8 + 1 ⇒ (3) + 1 = 4

Just a reminder that Nikesha has bardic inspiration.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

We should be able to occupy the same space as a prone, unconscious character, no?


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm dreams of his team remembering their interactions of tugging on string to wake them.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Luna will kick Psalm in the ribs lightly, but firmly enough to wake him, and then she turns to kick out at the worm right in front of her.

Attack on Green Worm: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d4 + 4 ⇒ (4) + 4 = 8 YES! The dice love me! :D


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm stands he mutters a few words and a vine tendril shoots toward the worm near Boddynuck.

Thorn Whip: 1d20 + 4 ⇒ (2) + 4 = 6


Battle Grid

Okay, first of all, I'm an idiot. Since the worms operate in the block between the two PC groups, Block 1 could have/should gone in conjunction with Block 3. Looks like Jun realized that already, and thus posted his actions (more on that in a second). Two notes of import: 1) No, Shenkt you cannot occupy the same space as another creature, regardless of conditions applied. PHB page 191 says, "Whether a creature is friend or enemy you cannot willingly end your move in its space." It makes no separation of whether the creature is prone or unconscious. My rule about enemy creatures becoming objects once they reach 0 HP could be considered a house rule. 2) @Jun, for the exact reason listed in #1, you cannot move, anywhere. At the current time, there are no available spaces for anyone to move, because the worms have blocked off the tunnel on one side, and the pit is blocking the other. Thankfully the dice made your post moot anyway, since your attack would have missed even if it were possible. Since that is the case, and since I'm going to be directing Block 1 to take their actions at the end of this post, if you would like to do something else with your turn in the initiative, that's fine. As is the only thing you really did was the bonus action to give Shenkt Bardic Inspiration. Speaking of which, does everybody know how Bardic Inspiration works? It's not like when the DM gives Inspiration. Bardic Inspiration gives the PC a d6 that they can use to improve any one attack, save, or skill roll. You can see the results of your d20 roll, and then decide to use the additional d6, which is useful if you feel like your d20 roll was really close to hitting/helping. Let me know if you have any questions about that. Oh, also, @Gomdebo, the pit is 20' across and 30' deep.

Lindaer's expertly thrown dagger buries deep in the wounded worm's hide, but, frighteningly, the rainbow skinned worm does not fall. Though, it does very much look like its wounds have put it on the brink of death, it might be hanging onto life by a mere thread... Literally 1 HP. :P

Luna toe taps Psalm awake, and lashes out with her other foot with blazing speed and agility feeling the sweet joy of rubbery flesh caving underneath her heel. Psalm shakes his head to clear the magically induced cobwebs, stands up, and lashes out with a magical thorn whip. Unfortunately, it seems his mind and body are not yet in sync and his whip misses, awfully, doing nothing but knock some dirt from the wall of the tunnel.

Another reminder that standing up from prone in 5e takes fully half of your movement speed. Since nobody can move anywhere else at the moment, that doesn't really make a whole lot of difference. Current Initiative =

Block 1:
Nikeisha (has Bardic Inspiration), Shenkt (has Bardic Inspiration), Quint (unconscious and prone), Jun (already used bonus action to give Shenkt Bardic Inspiration).


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Boddy has dreams of bunny rabbits frolicking with kittens.


Nevermind about the pit, not important/changed mind.

Gomdebo pulls out her crossbow and fires a bolt at Lindaer's target.

Atk: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg+Sneak: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Well, if defeating them all with Sleep wasn't possible, then she would blast it. Focusing the power in her mind, she aimed at the one beyond Sleepy and tapped her staff, firing a blast

To Hit (Yellow): 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Critical): 1d10 + 1d10 ⇒ (4) + (8) = 12


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Somebody want to give me a kick? My ranged DPR is pretty good...


Sorry, didn't realize you were next to Gom. She'll pull the string or kick if it fits with the action economy there


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

[ooc]Round 2

Hack throuws a second hand axe at the worm directly ahead (green).

HA Att: 1d20 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20
HA Dam: 1d6 + 4 ⇒ (5) + 4 = 9


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

In that case then, I will move up, attack green, and then move back. I'll provoke an AoO to do so.

As an aside, there is a problem with not being able to move into the squares of downed enemies: once green dies, they can't move into melee with us, meaning they'll just keep ineffectively casting sleep on us. Eventually it'll just be the Elf-kin awake, but unable to attack them, except with ranged attacks.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I do not think you csn do what you are planning, Jun. I would have dond the same, if so. If I understsnd the GM correctly, he is saying that yoi cannot stop and attack in a square occupied by even a prone ally. My map shows that to be the case.


Shenkt is right, Jun, you can't move up attack and then move back. Not just because there's no where to stop, but because moving through allies is difficult terrain and costs two squares to one. You'd have to use the dash action just to get the movement done, and that would preclude the attack action. Not sure if we need a bit of rules clarification for 5e here? In 5e you can move, attack, and move again, but in order to do so you cannot go over your maximum amount of movement for one combat round. You CAN move through allies, but they are considered difficult terrain, and therefore movement through their squares happens at a 2:1 rate. You cannot move through enemies UNLESS the enemy is at least two size categories larger or smaller than you. Regardless of moving through creatures, you CAN NOT end your movement voluntarily in the square of any other creature, friend or foe. The game makes no distinction between whether the creature is unconscious/prone, etcetera. If there is a live creature in a square, you cannot end your movement in that square. I realize that sacrifices quite a bit of realism for rules that are easy to remember. That is one of the major themes of 5e, ease of use trumps realism.

Also, I mentioned this previously, but I'll make it clear again, so everyone is aware. Once an enemy reaches 0 HP, I no longer consider it a creature, I consider it an object, which means that anyone, ally or enemy can then occupy that square. Usually, as soon as an enemy reaches 0 HP I slide it off the map, freeing up the map space for all to see and use. Hopefully that all makes sense. If not, please let me know if you have any other questions.


Battle Grid

Gomdebo kicks Quint awake saying, "Fight's not over Quint, up an' at 'em." She then fires her crossbow through the tangled melee with expert marksmanship. The bolt buries deep into the head of the most wounded worm, and it quivers in the throes of death, and is then still. Yellow is dead, so I'm going to be redistributing damage from subsequent attacks.

Nikeisha, seeing the tide of battle already turning, fires another blast of blue-green flame, this time aimed at the worm that took the brute force of her Elven princess friend's wicked kick. Nikeisha's anger must have opened up a wide portal to the magical aether Sweet Crit!! because when her burst of flame hit the worm it exploded in a violent eruption that temporarily lit up the entire cavern. The creature dies shrieking the now familiar high-pitched scream, as it burns to a crispy cinder.

The resident highland warrior sees only one worm left alive and conscious and so throws another of his hand axes at the beast. The axe plants itself right in the side of the rainbow worm spraying blood and ichor on all those near by. BTW Shenkt, Bardic Inspiration die is a d6 not a d4. :)

Quint, you've been woken up, remember you're still prone though, so it takes half your movement just to stand up. Jun, now you could move up to red and attack if you so choose. You wouldn't be able to move back though, it would require 30' of movement for you to get to melee attack range of red.


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GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Boddy continues to dream, dreaming of how he could actually contribute if anybody bothered to wake him up.


Boddynuck wrote:
Boddy continues to dream, dreaming of how he could actually contribute if anybody bothered to wake him up.

Literal LOL. Thanks for that.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Round 2

Lindaer kicks Boddy awake.

Can I still throw a dagger, or does this take my turn?


We still have to get the worm's turn in the initiative before we get to you Lindaer. Hold that thought for just a bit. Quint and Jun still have actions before the worm gets a chance to go. Might be the last conscious worm bites the dust (pun intended) before we ever get to you.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Damn, now I don't have anyone to sneak attack (unless I want to wake the sleeping worm). Oh well...

Quint stands, drawing an arrow, and pulls it back against his bowstring until it slips from his fingers.

Shortbow @ red: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 4 + 4 ⇒ (1, 2) + 4 + 4 = 11

Quint then braces himself, expecting to be immediately but back to sleep.


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Okay, now I'm confused, because according to the map, the space in front of Nikesha has a worm in it that appears to be dead, based on the notes on it's body. I mentioned moving into that space previously and was told that I couldn't. Then you posted that dead things don't take up space. Hence my confusion.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Those symbols represent prone and unconscious. The dead ones have been moved out of the tunnel. Of course, now that green is dead, you can reach red.


Jun, Quint's got it right. The icons on that worm are unconscious and prone. Each symbol has a matching condition on the right hand side of the map. I just recently added the "dead" condition, and made sure it was a different color than all the rest, so it sticks out. As things sit now, you could move, just, to the red worm and attack if you'd like. I'll wait on a confirmation/post from you before moving forward, because, depending on the outcome of your potential actions, and thanks to two critical hits by our resident rogues, this combat might just be over. Well all except for the coup de grace (which is not a game term. A fact that I think makes it all the easier. You don't have to roll dice to coup de grace something; you just say, "I'm going to coup de grace the sleeping worm," and I say, "done." Another reason I like 5e.) of the sleeper. :)


Fiddling for another bolt "We've almost got em boys, quit dozin'..."


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun will just give bardic inspiration to Hack this round, in case he needs it, then focus on defense.


Battle Grid

Quint's arrow flies with uncanny marksmanship right into the head of the only worm left conscious, and it too, like so many others, screams its bloodcurdling scream before thrashing in the throes of death, and then lying still, its blood pooling and congealing into the hard-packed dirt of the tunnel's floor. Only one worm is left from this attack group, and it sits breathing rhythmically, very much asleep, at Nikeisha's feet.

And we're out of initiative. I'm very interested to see what ideas you all come up with for crossing the 20' wide 30' deep pit. :)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack coup de grace's the remaining sleeping enemy. As he wipes the blood from his axe on his pantleg, he contemplates the pit.

I could likely jump across with a good running start.


Oh, also, I just wanted to say that just as part of my standard operating procedure, I will always assume that characters are retrieving their thrown weapons and 50% of ammunition. (That's the rule for 5e. PHB pg. 146 says: "At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.") So, there's no need to put in a specific post about that. :) Sorry, probably should have said that earlier.

Edit: Shenkt! Sorry, just saw your post. Since the pit is 20' across and your strength is 18, that leaves 2' of distance. If you do make that jump, I'd just have you make a Dexterity Saving Throw with a DC of 10 to grab the other side. Nice thing about that is, Jun just gave you Bardic Inspiration, so you could add an additional d6 onto that roll if you needed to. As long as you make that jump within the next ten minutes (game time). Of course, if you missed the Dex save, you'd be falling 30' to the bottom of the pit... Unless you were tethered, by a rope or something, to, maybe, a large group of able bodied adventurers, who would brace themselves to catch you... :D


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Assuming somebody eventually wakes him up
"Uh, what happened? Oh, we got attacked? And won? Nice going guys.

Pit? There is a pit? I'm not going to be able to jump that!!. Not unless somebody tosses the gnome :-)"


Gom looks for a good spot to attach her grappling hook.

Anything solid or 100% dirt?

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20

"We don't have time to linger here. More of the worms may yet be coming, ready to trap us here."

Lindaer took off running. The light half-elf leapt over the pit. "Quick, throw me the hook and rope! I'll tie it up on this end, so everyone can cross."


Gom realizes the best spot for her hook is in Lindaer's hands, and quickly passes it over before he leaps forth.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I believe the jump is an Athletics check, not Acrobatics, and you may jump the number of feet equal to your Strength score. I was about to tie a 50' rope to my waist and make the running jump. Then I could secure the rope while the rest of you make your way across. If the GM allows Lindaer's actions, then we can all start to make our way across, but we need to know the check.


Ah, oops, I assumed Lin's strength was higher than it was. Hack,
GM said you could jump it with a DC 10 dex save.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Waiting on a ruling for Lindaer's actions, and then I will either jump with the rope and roll the dex, or get the roll needed from the gm to go across by rope.

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