Tomb of Annihilation plus 3 expansions
(Inactive)
Game Master
DoubleGold
This will be a fast paced game given the time constraints.
Map
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank, badly damaged but not out, steps back and Thunderwaves again.
DC 13 Con Save or take: 2d8 ⇒ (6, 4) = 10 Thunder damage and be pushed back 10'. On a successful save, take half damage and you are not pushed.
DungeonMaster
Scarwing misses but Scarwing blasts the last of the enemies.
Heroes find some gold and mundane weapons and about 20 arrows but nothing magical. Here they can long rest for 8 hours or keep on going, what do you want to do?
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
"Rest,"Scarwing says. He restocks his arrows.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
"Ya. I don't like getting hit on by dudes."
DungeonMaster
Heroes rest the day, set up watches and the night happens uneventfully.
Heroes can stay on the path and continue their journey and adventure into the woods and go off path.
Assuming the first, heroes make it to eelstead perception checks, dc 16
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing studies the night...
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
DungeonMaster
Anyone else, no one beat the dc yet, 24 hours, then I bot.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Perceptipon: 1d20 + 3 ⇒ (9) + 3 = 12
DungeonMaster
Two Gila lizard brutes sneak up behind you all with thick steel clubs
hit: 7 + 1d20 ⇒ 7 + (6) = 13
hit: 7 + 1d20 ⇒ 7 + (12) = 19 dmg: 3d10 + 1d8 + 5 ⇒ (9, 5, 3) + (8) + 5 = 30 blunt dmg
hit: 7 + 1d20 ⇒ 7 + (10) = 17
hit: 7 + 1d20 ⇒ 7 + (19) = 26 all on Svala dmg: 3d10 + 1d8 + 5 ⇒ (3, 8, 2) + (5) + 5 = 23 blunt dmg Yes he chopped at your uncouncios body, so you failed one death save, until someone else hits them
init: -1 + 1d20 ⇒ -1 + (4) = 3 enemies
roll init and go if before them, they are strong in attack, weak in defense and HP
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
I can't get less than a 4 on initiative.
Frank will use Earth Tremor on the biggest group of them he can without harming his allies it's a 10' radius burst.
DC 13 Dex save or take: 1d6 ⇒ 1 Bludgeoning damage and be knocked prone. If the area is loose earth or stone, it becomes difficult terrain until cleared.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Scarwing squawks and turns to see the enemy. He lets out a shot.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8 (remove 2nd d6 if no sneak attack)
He then tries to hide.
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Death Save: 1d20 ⇒ 14
Init: 1d20 - 1 ⇒ (2) - 1 = 1 (in case it is relevant at all)
DungeonMaster
Frank causes and earth tremor dex: -1 + 1d20 ⇒ -1 + (18) = 17 dex: -1 + 1d20 ⇒ -1 + (3) = 2 and Scarwing just barely misses
The two lizards look for scarwing, believing Frank is not a threat. perc: 8 + 1d20 ⇒ 8 + (4) = 12
perc: 8 + 1d20 ⇒ 8 + (5) = 13
Heroes are up
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing shoots at one of the lizards before hiding again.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7
Hiding: 1d20 + 7 ⇒ (14) + 7 = 21
DungeonMaster
Scarwing delivers a clean shot then hides into the woods.
DungeonMaster
svala death: 1d20 ⇒ 12
Frank will rage hit one hit: 5 + 1d20 ⇒ 5 + (13) = 18
dmg: 1d8 + 5 ⇒ (3) + 5 = 8 and the lizard goes down
It swings back at frank hit: 7 + 1d20 ⇒ 7 + (15) = 22 dmg: 3d10 + 1d8 + 5 ⇒ (4, 10, 6) + (1) + 5 = 26 but his rage soaks up a lot of the damage and he is still up.
hit: 7 + 1d20 ⇒ 7 + (1) = 8
Heroes are up You can run away safely or continue to fight, this one has more HP than the other.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing fires upon the one next to Frank before trying to hide again.
Bow attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
DungeonMaster
Scarwing hits and then hides again
death save: 1d20 ⇒ 19 for Savala, eventually they kill the last one. He does get back up again with 1 HP.
Heroes come to a set of houses in the open clearing, most of them appear abandoned, but if even one person is here, they might be able to tell you what is going on.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
"What happened while I was out?"
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
"Death," Scarwing says. He indicates that they should take a short rest so the dwarf can heal from her wounds.
DungeonMaster
Heroes enter the first empty house and take a short rest (roll Hitdice), only 1 house is occupied. How do you approach.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing stealths and tries to peer into the house.
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank begins counting, clearly attempting to be reasonable and not just have his own way. Basically going to be delaying for a minute or until I hear combat.
DungeonMaster
Scarwing sees one lady making some explosive chemicals in the room and she is reading something called classified documents.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing reports what he saw to the others.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
"If she's preoccupied we could prob'ly take 'er down 'fore she's ready?"
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing nods and indicates for the others to follow.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank stops counting and walks to the door, then opens it and says "What chu got there?"
DungeonMaster
Don't come any closer I'll blow this place up.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Sense Motive: 1d20 ⇒ 4
"Okay, I'll help!" says Frank.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
SenseMotive: 1d20 + 3 ⇒ (19) + 3 = 22
"Easy now, let's not do anything hasty, no one has to walk out of here on fire."
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing tries to hide outside the house, keeping a watch for anyone who might come by.
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
DungeonMaster
She resolves things peacefully Okay, I was paid off by the cult. You have a chat with her and long rest
2500 xp to all
Last part of Return of the lizard king, you enter the pyramid
Two options: take the long way (stealth of 13 with more than half the party passing and get the drop on several enemies fight 7 enemies, surprise round)
Take the short way (athlectics 13 with more than half the party, fight only 2 enemies very tough, gain magic items early, the other way you get them after the fight, this way, before).
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
I don't have a particular preference.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
I'm not at all stealthy (-1), but I've got +4 Athletics
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Am stealthy. Also have leveled up so that can help. I guess we could try the short way and if our athletics don't succeed we can go the long way?
DungeonMaster
you're stuck fighting something and you don't want to do both fights since you get all the experience and gold anyway.
DungeonMaster
Okay, so the party pays off the enemy to pass through the pyramid (you only lose a very small portion of the treasure, like 10 gold for each person).
Last fight: fight the lizardfolk cultist (has magic) or fight the lizardfolk king (is a brute with lots of HP). Neither have minions, when one dies, the other rises to power and this affects the ending, which I report. You can fight them both, but they have to die on the same round, not turn for them to both die. Make your choice
Oh, you found a +1 one handed axe and a +1 dagger which will be helpful in the fight.
init of enemy: 2 + 1d20 ⇒ 2 + (15) = 17 then after this fight, you get downtime, renown, gold and yes lots of magic items in this module.
Yes, roll init. I'm downing the enemy's HP by 30 to even this out.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
I would vote for the mage, since there are only three of us, we should be able to drop him faster. Thoughts?
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Yeap, Mage. Svala takes the axe and I'll take the dagger unless Frank can use them?
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Svala hefts her new axe.
Never reallcated my Artisan's Blessing bonus, will add it to my own armour for AC19 after the long rest.
Init: 1d20 - 1 ⇒ (11) - 1 = 10
DungeonMaster
Frank is up
On his turn he will cast Bane on you all. wis save 13 or take 1d4 penalty to all attacks and saving throws for a minute.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank will cast Sniloc's Snowball Swarm on the mage.
Dex Save DC 13 or take: 3d6 ⇒ (6, 6, 2) = 14 Cold damage, with half on a successful save.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Wis Save: 1d20 + 5 ⇒ (1) + 5 = 6 Well, should have known the best bonus will be the one to fail...
Svala rushes in regardless of any curse upon her.
Not sure if in melee range, ignore if I can't reach it
Axe: 1d20 + 5 - 1d4 ⇒ (3) + 5 - (4) = 4 dmg: 1d8 + 3 ⇒ (8) + 3 = 11
not that it matters much since I can't hit a beached whale with that roll, but by 1-handed axe did you mean battle axe or hand-axe? I've assumed the former...
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Wisdom Save: 1d20 + 2 ⇒ (2) + 2 = 4
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Wisdom: 1d20 + 1 ⇒ (16) + 1 = 17
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing fires upon the target, then hides.
Bow: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 3d6 + 3 ⇒ (6, 1, 4) + 3 = 14
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
DungeonMaster
concentration on bane: 1d20 + 2 ⇒ (7) + 2 = 9 and he loses it.
thunderwave on all in meleee: 2d8 ⇒ (2, 7) = 9 con save of 13 for half, you can also get pushed if you fail
All heroes are up.
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