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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As she fends off the royal guard with varying success, Gom catches a glimpse of Jun boldy striding forth, a look of shock and awe crosses her stern face and she doubles her resolve despite her wounds, ready to back him up as duty demands.


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

So, can I not move for another full turn, or do I get the chance to save again to see if I can do something this turn?


Battle Grid

Gom are you waiting to see how Jun's OAs work out before declaring your action? I guess I'm going to assume that's what you're doing, since you didn't actually declare any "real" actions. @Shenkt, since the queen made her previous concentration check, and Jun's attacked missed, even if he gets there, at the start of your turn you roll the d10 and do whatever the chart from the Confusion spell says to do. Then, at the end of your turn, you can roll another Wisdom Saving Throw, same DC, 13. A success there would mean Shenkt broke the power of the spell and could act normally on his next turn.

Red OA vs. Jun: 1d20 + 4 ⇒ (3) + 4 = 7
Orange OA vs. Jun: 1d20 + 4 ⇒ (10) + 4 = 14
Orange Slam Damage vs. Jun: 2d6 + 2 ⇒ (4, 3) + 2 = 9

As Jun recklessly charges toward the queen both her guards slap their stretchy tails at him, one misses entirely but in order to dodge that attack Jun all but jumps full force into the other royal guard's attack, taking the whipping tail full force in the chest, causing him to stumble and subsequently miss his attack against the queen. He stands at the feet of the massive rainbow-swirling skinned queen, staring up at her massive bulk towering up into the stalactites of the cave. Her rippling behemoth muscled self rises up ready to attack.

I'm holding there because even though it is the queen's turn, I believe Gomdebo was waiting to see how the OAs resolved before taking her turn. So... go for it Gom-meister! Good luck too, cause, Jun just put himself right "under the knife" as the expression goes... I fear he may be squashed into jelly in short order.


Ummm... just realized that you and I have a discrepancy as to your AC Jun. Your tagline shows 15, but Hero Lab has you at a 12. I see in Hero Lab that you have a shield, but Bard's aren't proficient with shields, so if you were wielding that you couldn't cast spells, and you'd have disadvantage on every ability check, saving throw, and attack that relied on STR or DEX... I'm going to move forward assuming the AC 12 because that is what all the numbers work out to.


Yep, that was just some lame attempt at RP on my part. I didn't even realize it was my turn... :/

Seeing herself nearing death and the worm's spell swaying the thoughts of her friends, Gomdebo follows Jun towards the queen, striking with all she has...

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8

Used cunning action: disengage so no offhand attack. Moved north 4 squares, attacked, then northwest 1 square


Battle Grid

Gomdebo, where are you getting a d8 for your weapon damage? I show you with daggers, which are d4...? I'm taking the damage as rolled because you rolled a 3, which you could have rolled on a d4, but we need to make sure we're on the same page for your weapon damage.
Queen's Concentration Check: 1d20 ⇒ 18

Gomdebo's dagger slashes across the queen's massive belly, but the small trickle of blood does nothing to stop her resolve.

Shenkt, you're still affected, so you need to roll that d10 to determine your actions for this turn, and then roll another WIS Saving Throw DC 13 at the end of your turn to try and break the spell's effect.

Looking down at the pathetically small creatures below her, and having only felt the sting of one of them, the queen slams her body down against Gomdebo, perceiving her to be the bigger threat.

Queen's Slam Attack vs. Gomdebo: 1d20 + 4 ⇒ (3) + 4 = 7

The wily dwarf is much to agile for so massive an attack. She easily swivels out of the way and comes back ready to strike.

Current Initiative =

Block 5 and Block 1:
Nikeisha, Shenkt, Psalm, Boddynuck, Jun, Quint, Luna.


Sorry, keep forgetting I havent purchased equipment yet. My other 5e rogue uses rapier currently, habit.

Also, can I tell, or is there a roll to tell, the queen's reach?


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]

Unless you made a save that I didn't notice I think my spell seems to have gotten lost. Or, of course, they may be immune :-(


Boddynuck wrote:
Unless you made a save that I didn't notice I think my spell seems to have gotten lost. Or, of course, they may be immune :-(

Yeah, they are immune Boddy, sorry, I did mention it, it was supposed to be in OOC text, but I failed my Perception Check and forgot to put the closing brackets. Tasha's Hideous Laughter only works on creatures with an intelligence of 4 or higher, and these worms don't have that. Obviously the developers have created the game operating on the premise that a sense of humor requires a modicum of intellect. I don't think there's anything wrong with making that attempt, though! And in fact I appreciate it. Adventurers who are "getting their feet wet," as the expression goes, SHOULD try things that fail. Many of mankind's greatest discoveries came after failures. :D @Gomdebo, no worries. Just wanted to make sure I had everything right! ;)

Edit: @Gomdebo, sorry forgot to address your question about reach. So far no one has seen any of the worms, even those in this chamber, attack anything that was not directly next to them. Since they do not have arms or wield weapons, I'd think the current assumption would be that they can only hit something that is very close... 5e doesn't have the convoluted, complicated, highly specific to each separate kind of knowledge skill attachment to monster lore. Essentially monster lore is just based off your character's background and experience. If a player wants to see what (if anything) their character knows about a monster, it could just be as easy as the DM saying, "Your character knows... [insert knowledge here], or they might call for whatever roll seems appropriate to the situation. Another reason I like 5e. You and I both get to decide what works best in any given situation. In the current instance, if you wanted to roll something to try and make an educated guess about its ability to reach targets further away with a melee attack, I'd just have you roll a Perception check. :)


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: {}

Why does he roll the save at the end of his turn? Seems like it would make more sense to roll it before the turn, to see if he gets to act normally or not. I guess it's still fair, since he did roll one after the previous turn, it just seems convoluted. Maybe the intent is to allow him an AoO after he shakes it off?


Alright, because I was trying to get out of reach last turn with my move, so I know its atleast 10 ft. ;)

Perception: 1d20 ⇒ 19


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: {}

If they can attack more than 5ft away, I'd like to know it...

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Quint moves quickly but carefully past the orange worm while its attention is on Jun (disengage as a bonus action to avoid AoO, though I don't think he gets more than one), taking cover near Nikesha and Psalm. As he moves, he lets another arrow fly toward the queen.

Shortbow: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 4 + 1d6 ⇒ (5) + 4 + (6) = 15


@Gomdebo, I sort of figured that. I wasn't really trying to "spring" anything on you all. Up until this point the reach of enemies hasn't really come up. :) @Quint, mechanically speaking the general rule is that large creatures have a reach of 10' and huge creatures have a reach of 15', though some creatures do make exception to that generality. Not sure if that's what you're looking for. So far the queen hitting Gomdebo at 10' away is the furthest anyone has seen them be able to "stretch" and reach. Maybe the queen can hit at 15', maybe she can't. I guess we'll just have to wait and see... :P Mwa ha ha ha ha ha ha ha.

Edit: @Quint, sorry, totally blanked on your Confusion spell question. The descriptive language of the spell specifically calls out the save happening at the end of the affected character's turn, and it also mentions the inability to take reactions when under the effects of the spell. Meaning if a character fails the save at the end of the turn they don't get reactions until after the end of their next turn, and only then if they make that subsequent save. I'm just enforcing the application of the spell's description. :)


I'm thinking the Order of the Wild is going to be working hard to get Quint to join up with their Archers. He's deadly with that shortbow!


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

It should be 13 then, as Jun has 1 dex and is wearing leather armor. I could have sworn that Bards were proficient with shields, but I guess not. I'll update Jun's alias right away.


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: {}

Yeah, I figure he's been feeding himself largely via in-city hunting. Needing to knock a pigeon out of the sky without missing (which would likely result in losing the arrow and possibly in killing a person) has made him a pretty good shot, apparently. I haven't even gotten a chance to bring Windsong into play. As for the Orders, Quint's only interest is in the Arcane Order.


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 still a mole scurries to the next stalagmite. Back to the pillar keeping it between him and the brood mother he turns back into his normal self. Once back in normal form. He chants a spell of healing.

Healing Word Bonus Action for Gom: 1d4 + 3 ⇒ (3) + 3 = 6


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 2, Confused

Effect: 1d10 ⇒ 4

Hack cannot take an action or move this turn as he stands confused.

Wis: 1d20 + 2 ⇒ (14) + 2 = 16

YES!!!


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 fired another blast with a tap of her staff.

Eldritch Blast: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d10 + 4 ⇒ (3) + 4 = 7


Battle Grid

Still waiting on actions from: Boddynuck, Jun, Luna. Post at your leisure.


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

Having to work on a Saturday. TOTALLY SUCKS!!! So I can not see the battle grid. I'll try to get it after I go home.


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]

Well, when in doubt use cantrips :-)

fire bolt: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d10 ⇒ 3


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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 draws his short blade and attacks the queen with both.

Rapier Attack: 1d2 + 3 ⇒ (1) + 3 = 4
Rapier Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Short Sword Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Short Sword Damage: 1d6 ⇒ 1

EDIT: Wow, that hurts.


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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

Jun! You rolled a 1d2 on that first attack instead of a 1d20. I'm guessing that was a typo. Might make a difference?

Luna looks around & sees no one asleep. "Shenkt?! Why aren't you attacking? WE NEED YOU! Shake it off!" Luna really wants to go after the big mother worm, but seeing as how she is currently being confronted by both of these guardian worms she will focus on eliminating one of them hopefully.

Attack on Orange: 1d20 + 6 ⇒ (6) + 6 = 12

Using inspiration to gain advantage, means I roll twice correct?

Attack on Orange: 1d20 + 6 ⇒ (14) + 6 = 20

Damage: 1d4 + 4 ⇒ (4) + 4 = 8


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]
Jun Valanthe wrote:

Jun draws his short blade and attacks the queen with both.

[dice=Rapier Attack]1d02+3
[dice=Rapier Damage]1d8+1

[dice=Short Sword Attack]1d20+3
[dice=Short Sword Damage]1d6

EDIT: Wow, that hurts.

You might want to roll a d20 for the first attack instead of a d02


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

1d20 + 3 ⇒ (13) + 3 = 16


Battle Grid

Awesomeness!

Judging by the way the queen stretched and moved her bulk, Gomdebo is certain she could attack opponents with ease as far as fifteen feet away, which would indicate the guards' range of optimal attacks is also more than five feet. As the group's dwarf makes that observation, she simultaneously feels Psalm's healing magic course through her. Shortly thereafter, having the best vantage point to witness it, Gomdebo see's Quint's arrow fly, again, deep into the queen's open maw, and sees her violent reaction to the internal damage. Then, blue-green flame from Nikeisha's staff, a bright red arrow of flame from Boddynuck's fingertips, and the tip of Jun's rapier all slam into the queen at exactly the same moment. This conglomeration of conflagrations and piercing damage bring about violent results.

A scream, so ear-piercing and high-pitched it shakes the very earth, causing rubble to fall from the ceiling of the cave, emanates from the queen's maw, and her body violently vibrates, shaking tremulously whipping into Jun who stood so close to her.

Death Throe: 1d20 + 4 ⇒ (15) + 4 = 19
Jun's crushing damage: 2d6 ⇒ (3, 5) = 8

Jun takes the full brunt of her ferocious slamming about, and holds onto consciousness just barely. What follows her death throes, though, is much more memorable, an explosion erupts from the air surrounding the queen. A blast of air and magical energy bursts out from the queen, once again rattling the very earth, causing more rubble to drop from the ceiling, extinguishing Nikeisha's lantern, and knocking everyone off of their feet. With her darkvision, as she falls over, Gomdebo notices a stone in the northern part of the cave roll away from a passageway that was heretofore undetected. Gomdebo, having the best vantage point, and also being the most familiar with stonecraft, can tell the passageway was made, crafted, not a natural occurence. Curious, or it would be so, if other matters weren't taking more precedence. Jun, being the closest, is the first to see that the vibrant rainbow color of the queen's body has completely disappeared, that this happened after the explosion of magical energy cannot be a coincidence. Those near the queen's guard see that their own rainbow color is slowly disappearing, creeping brown is clawing it's way up their skin from the tail end.

The queen's guard are still fighting, though, regardless of their queen's demise. Now, however, those nearby can tell that their attacks are unfocused, vengeance only, no longer coordinated or tactical, pure anger.

Orange Slam Attack Vs. Lindaer: 1d20 + 4 ⇒ (14) + 4 = 18
Orange Slam Attack Advantage Vs. Lindaer: 1d20 + 4 ⇒ (18) + 4 = 22
Red Slam Attack Vs. Luna: 1d20 + 4 ⇒ (2) + 4 = 6
Red Slam Attack Advantage Vs. Luna: 1d20 + 4 ⇒ (5) + 4 = 9
Orange Slam Damage Vs. Lindaer: 2d6 + 2 ⇒ (4, 3) + 2 = 9

Having been thrown to the ground, Lindaer is unable to avoid the worm's powerful rubbery body. The massive worm crushes his chest, bruising his ribs before retracting to defend or attack again. Luna, however, even knocked to the ground is too agile for the other worm to even touch her. It slams its body to the ground, but she was nowhere near the point of attack.

Epic!! Loving how this combat is turning out. It's even better than I imagined. :) With the queen dead, every one of our heroes can act at this point. Remember that you were all knocked prone by the explosive blast of magical energy released as the queen died. Standing up from prone requires fully half a character's movement for one round, but, again, does NOT provoke OA's.

Like I said, everyone can take their round's worth of actions. So... Initiative =

Block 3, Block 5, and Block 1:
Gomdebo, Lindaer, Nikeisha, Shenkt, Psalm, Boddynuck, Jun, Quint, Luna.


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 3, Rage 1/10 Rounds, Reckless Att

Hack shakes his head to clear his confusion as he stands to face the orange guard worm. He screams in rage and swings his great axe.

GA Att: 1d20 + 7 ⇒ (14) + 7 = 21
GA Att Adv: 1d20 + 7 ⇒ (12) + 7 = 19
GA Dam: 1d12 + 4 + 2 ⇒ (11) + 4 + 2 = 17


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 staggers to his feet and slips another arrow from his quiver.

Shortbow: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13

The queen's scream still rings in his ears, and the ground is unstable below his feet. The arrow flies wide of its target.


Shenkt, technically at this point, you can't see anything. The explosion of magic put out the light from Quint's hooded lantern that Nikeisha was holding. I'm guessing/hoping Nikeisha will re-light the lantern on her turn with a brief puff of magic, i.e. Prestidigitation. Soooo.... I guess, shout out to Nikeisha, could Shenkt get a little light?! :D Since we're operating in a block initiative, if Nikeisha, or anyone else for that matter, lights up the area, that attack is on the boards. :) Also a rare miss from our resident "Robin Hood." :P


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: {}

Since the worm is right in front of Shenkt and a big, non-stealthy target, I would think he wouldn't have much trouble locating it. Attacking it in the dark would give him disadvantage (negating the advantage from Reckless Attack), but the first roll was better anyway (and even if those were considered disadvantage rolls, he should still hit).


Gom licks the dust off her mouth standing, twirling her daggers she thinks to make a quick takedown, tossing them through the air deftly at Lindaer's assailant...

Dagger Throw Orange, Main: 1d20 + 5 ⇒ (9) + 5 = 14
Main: 1d4 + 3 ⇒ (2) + 3 = 5
Sneak: 1d6 ⇒ 6
Dagger Throw Orange, Off: 1d20 + 5 ⇒ (13) + 5 = 18
Off: 1d4 ⇒ 2
13 total, or 8 if just offhand hit

...quickly drawing out her handcrossbow for a followup.

Move to stand and step into range, Attack throw, Bonus throw, Use draw xbow


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

At first, blinking (to adjust to the sudden darkness) & shaking her head in utter astonishment, Luna then stands and looks around quickly assessing the situation. Then she looks back & forth between the two remaining guard-worms, and then yells out "Continue following your mother's example and die already you hideous creatures!" as she attacks the worm to her right once again.

Attack on orange, oor red if orange is dead.: 1d20 + 6 ⇒ (14) + 6 = 20

Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Max damage twice in a row now! YAY!!!


Luna, monk can always make a second attack with no attack penalty. Also it follows the Martial Arts rules instead of normal TWF, so you even get the ability mod on damage!


Battle Grid

Quint. You're totally right. Good call. Even though Shenkt has the blinded condition conferred by being in total darkness, in 5e the blinded condition doesn't mean auto failure. It just means disadvantage on attack rolls (also auto failure on any ability check that requires sight, and attacks versus that creature have advantage). The rules say that when a character would have both advantage and disadvantage they simply roll normally, and since both Shenkt's rolls hit, it makes no difference. So, regardless of anyone letting there be light, Shenkt just dropped his axe in that worm's hide. :)

Edit: Piggybacking off of Gomdebo, @Luna, the martial arts rules say: "When you use the Attack action with an unarmed strike or a monk weapon on your turn you can make one unarmed strike as a bonus action." So long as you are not wearing armor or wielding a shield, even if you were wielding a "monk" weapon in one hand, you can always make an unarmed strike as a bonus action, whether or not the initial attack hit or not. So, for most regular turns, unless you want to use your bonus action for something else, you can make two attacks rolls and two damage rolls. The bonus attack has to be an unarmed strike, though.


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

Thanks, Luna, beat me to the explanation.

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)

Picking himself up, Lindaer thrust with his rapier at the last worm. This was it, this was when this evil would end. He smiled in satisfaction as the blade hit home.

Hit: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 5 ⇒ (8) + 5 = 13


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 moves closer to the guard that is fighting with Lindaer and Shenkt. He is chanting as he runs. A familiar green thorny whip shoots out at the monster.

Thorn Whip: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d6 ⇒ (3, 3) = 6

"Feel the sting of the wrath of the ancienct lioness. Worm."


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 stands and targets Red worm with Vicious Mockery.

Wisdom Save DC 14 or take: 1d4 ⇒ 1 Psychic Damage and have disadvantage on the next attack roll it makes. Obviously, switch to the Orange one if the Red one is dead.


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 |

Muttrering about the stupidity of fire, Nikeisha fumbled for the lamp before lighting it once more with Prestidigiation.


And there was light. I'm assuming you also wanted to stand up Nikeisha, yes?

Edit: I think we're just waiting on Boddynuck, right? Everyone else has taken their turn?


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

Since I just learned that I have been doing my attacks wrong this whole time, do I get to add that second attack before we move on? Knowing what a benevolent GM we have I'm going to go ahead & roll that in case it is accepted.

2nd attack on orange if he's still alive, or red if not.: 1d20 + 6 ⇒ (20) + 6 = 26

Uuuuhhh!!! How's this work again? Just roll my damage twice right? Do I double my Str bonus or not? Can't remember & at work I can't kook it up either.

Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11 Or add 4 more if I'm supposed to double the Str.


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

You have it correct...double the dice, not modifier.


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

So quick info about the monk: as long as you make a Standard action attack with a monk weapon, you get to make a Bonus action unarmed strike. Since there are no iterative attacks in 5e, all of your attacks will be at whatever your attack bonus is (in your case 6). Since it has to be an unarmed attack, you deal your unarmed damage (which right now is 1d4).

Note that now that you have a Ki pool you can spend a ki point to take 2 additional unarmed attacks as a bonus action, meaning that you couldn't use your normal bonus action unarmed attack (since both are bonus actions). Ki is a limited resource, however, so it's something that you would want to use sparingly.

Short form is that Monks get a lot of potential attacks in 5e, and that only gets better as they level.


Battle Grid

As Nikeisha lights the lantern bathing the area in the light Shenkt needed to see by, he slams his axe deep into the worm in front of him severing the beast right in twain. The remaining royal guard worm is subsequently struck by daggers, fists, a rapier and double doses of magical carnage, leaving it nothing but a massive bloody stump upon the ground. Everyone breaths a heavy sigh of relief. Except for Gomdebo who, by the light of Quint's lantern, sees the writhing mass of disgusting, now brown colored of skin, infant worms in the shallow pit behind the queen's body. The same pit where all her unhatched clutch of viscous eggs still resides. She holds back another retch as she goes to retrieve her daggers from the worm corpse.

We're out of initiative people. I didn't bot Boddynuck because I didn't need to. Good show, that was totally epic! Loved it. Just wanted to make note that when the queen's body let out that explosive and concussive blast of energy, a previously hidden doorway opened up revealing a humanoid-made tunnel leading out of the cave to the north. It is now clearly visible to everyone since the only distraction is the disgusting shallow pit of no longer rainbow colored worms. Post at your leisure.


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 leans over, breathing heavily, as his shouldets slump in exhaustion. He murmurs a prayer to hemself as he looks to the heavens. He says aloud.

Thanks for lookin' over us in battle, Saxwyn, and inspirin' our bloody victory.

He moves to the pit and peers in.

We need to burn these little ones and eggs to report there is no more threat. Does anyone have flasks of oil we can douse 'em with? Then we can light 'em up.


"I spied a passage to the north when the queen was in her death throes, not a natural one...I could nay tell if it was opened by a concealed foe or simply jostled by the motions of the beast..." she tears her dagger out of the sacks of flesh.

Gom inspects the bodies, looking for any significant appendage to use as a trophy; something that might be used to show townsfolk the nature of the beast they have slain...

Investigation: 1d20 + 6 ⇒ (9) + 6 = 15


Gom, the inner mouth, the tubal appendage with a sort of suckered entryway that comes out of the inside of the worm's mouths, might make a rather gruesome but interesting necklace, if an armorsmith tanned it for you. Either that or any one of the prehensile tendrils, the psychic feelers that protrude around the entire outer and inner mouth could work. Or, of course, Gom could always cut out one of those psychic energy-laden teats... :P

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)

"The gods act with reason. Well done, everyone. Is anybody injured? I have some power left within me to heal."


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

"Strange. Why is there a non-natural cavern?"

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