Midgard 5E: Heralds of St. Helba (Inactive)

Game Master scranford

Globe spanning 5E campaign based in Midgard. Starting in Zobeck with a gathering of long time, and recent members of the adventuring group... The Heralds of St. Helba.


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Current Map Heidmarch Manor God Infinity........
Croaker Winddancer wrote:

"Bah! Unless we here screams for help from inside one of them, best leave the dead be." Croaker says. His eyes dart back and forth as he moves further toward the opening. "Judging from the look of things, someone already got what they were looking for, else why not search the rest of the coffins? Unless they were just peeking for fun." He adds with a casual shrug like either idea is equally possible.

Not sure how close to the opening we are at this point, but Croaker will move another 15' closer.

You are in front of the third of four rows of alcoves. The entrance to the next room is about 25' from there, so you are now across from the end of the last row of coffins, and about 10' from the opening.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot asks St Helba to keep his eyes and wits keen cast guidance, blinks a few times as his eyes adjust and looks more closely.
perception: 1d20 + 1d4 + 2 ⇒ (14) + (1) + 2 = 17

"It looks like something has been moving back and forth between two of the coffins," he announces. how far apart is the top and bottom stack of coffins? does it look like a small creature?


Current Map Heidmarch Manor God Infinity........
Griot Spelleater wrote:

Griot asks St Helba to keep his eyes and wits keen cast guidance, blinks a few times as his eyes adjust and looks more closely.

[dice=perception]1d20+1d4+2

"It looks like something has been moving back and forth between two of the coffins," he announces. how far apart is the top and bottom stack of coffins? does it look like a small creature?

It is about 5' to the bottom of the upper coffin. The openings are about 4' high, so 1' of stone shelf between them. You really can't tell the size of the creature as it appears to have been used multiple times. There is definitly enough room between the top and ends of the coffin for even a medium creature to squeeze.

>> Also NOTE: This is an Investigation check as you are inspecting something particularly. I know it's kind of ambigious, but I tend to lean more towards investigation if you are searching for something noted, and perception for casing a general area. ie Walking into the room and noticing the desk has an area that looks funny is perception, while looking closer to determine what is different is investigation. I really think they should be combined into one skill, but at least this gives INT based characters another arrow in their quiver.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

oh right. Used to only having perception in PF. The difference in 5e was explained to me that perception is just visual examination and investigation is actually physically interacting, but 6 vs half dozen.

Griot shrugs. "Well, St Helba always said, leave no coffin unturned and we are investigators." Griot moves forward, shield up and mace extended to poke at the lower crypt with it.


CG Human Warlock 2 | Status:
Stats:
AC 15 | Init +2 | Speed 30ft | Str-1 Dex+2 Con+2 Int+0 Wis+3 Cha+5 | Perc +3, Insight +1
HP 18/18 | Spells 1st 1/2 | Curse 1/1

Snorri stands ready to... well, he's not sure he could do anything if something from inside a coffin appeared, but let's say he stands ready to fight.


Current Map Heidmarch Manor God Infinity........

The whole party stands around as Griot starts poking at the lower coffin. Croaker stands about 10' away from the party between them and the exit, waiting for the others to move forward or pry.

@Griot>>: As you investigate the coffin, it appears as though it is sealed and hasn't been tampered with since the interment.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot frowns. "Well, something is climbing up here. One of you tall ones check the upper coffin." he steps back to make room.


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Croaker leans back against the stack of coffins on the opposite side of the room with all the activity. With his arms crossed he casually plucks various bits of dirt and blood from his feathers while he waits to see what the kobold discovers. Noticing a rather large amount of...stuff...he tries to think back to the last time he'd taken a bath. Unfortunately, the memory is quite distant and somewhat fuzzy in his mind.

Ah well, given the smell in this place, I'll just consider it part of a disguise. The old bird thinks growing more and more curious as to what is on the other side of the opening. Eventually the pull of the shadow shrouded opening is simply too much. Like a necklace of sparkling beads it draws the huginn forward with his torch close enough to take a peek at what might be on the other side.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10


Current Map Heidmarch Manor God Infinity........
Croaker Winddancer wrote:

Croaker leans back against the stack of coffins on the opposite side of the room with all the activity. With his arms crossed he casually plucks various bits of dirt and blood from his feathers while he waits to see what the kobold discovers. Noticing a rather large amount of...stuff...he tries to think back to the last time he'd taken a bath. Unfortunately, the memory is quite distant and somewhat fuzzy in his mind.

Ah well, given the smell in this place, I'll just consider it part of a disguise. The old bird thinks growing more and more curious as to what is on the other side of the opening. Eventually the pull of the shadow shrouded opening is simply too much. Like a necklace of sparkling beads it draws the huginn forward with his torch close enough to take a peek at what might be on the other side.

[dice=Perception]1d20+1

The darkness and watering of your eyes from the stench... mostly coming from the tomb keep Croaker from noticing anything in particular. As I mentioned earlier if you're searching the room it's perception, if your searching something in particular it's Investigation. Either way 10 is not enough to notice anything further than what Griot has noticed.


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Yep, didn't figure I'd get anything on that roll. But to clarify, I'd moved up to the opening and was just looking through to see what was on the other side (thus Perception). Not investigating the coffins or the current room. :)


Current Map Heidmarch Manor God Infinity........
Croaker Winddancer wrote:
Yep, didn't figure I'd get anything on that roll. But to clarify, I'd moved up to the opening and was just looking through to see what was on the other side (thus Perception). Not investigating the coffins or the current room. :)

My bad. You're right. I thought for some reason you were peering at the top coffin not the opening.


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Khanol looks at Croaker moving away from the coffin and then looks at Snorri. Good thing that Northern is not a dwarf, then the only tall one of us would be that bird.


Current Map Heidmarch Manor God Infinity........

@Croaker:

Spoiler:
The room through the opening opens into a square chamber that appears to be about 25' square. With the dim light available at this time you can't make out any details, but there seems to be a large figure standing at the back of the chamber directly opposite you.

Is anyone investigating the higher up coffin, or is everyone proceeding onware?


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

If Snorri doesn't show up, I'll just climb up and take a look.


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Croaker ducks back out of the exit and walks over to where everyone seems to be staring up at some casket.

"I don't know why everyone is so interested in dead bodies. I thought we were looking for live ones." The huginn says. "But I'll take a look if someone else wants to see what the rather large figure on the opposite side of the next room is up to."

He then investigates the casket that has drawn such attention from his companions.

Investigation: 1d20 + 3 ⇒ (8) + 3 = 11 And probably finds nothing...


Current Map Heidmarch Manor God Infinity........
Croaker Winddancer wrote:

Croaker ducks back out of the exit and walks over to where everyone seems to be staring up at some casket.

"I don't know why everyone is so interested in dead bodies. I thought we were looking for live ones." The huginn says. "But I'll take a look if someone else wants to see what the rather large figure on the opposite side of the next room is up to."

He then investigates the casket that has drawn such attention from his companions.

[dice=Investigation]1d20+3 And probably finds nothing...

There is almost no dust on top of the coffin here, but it is too dark in the back of the pocket to see if anything is unusual about the opening.

If you want to climb up on top, and poke around I'll give you advantage on another Investigation roll.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

"Large figure? What are you talking about? If you want something done right...give me a hoist," Griot reaches the top coffin and peers into the darkness.

Invest: 1d20 + 1 ⇒ (1) + 1 = 2, Invest: 1d20 + 1 ⇒ (13) + 1 = 14

looks like 14 is the best we're getting.


CG Human Warlock 2 | Status:
Stats:
AC 15 | Init +2 | Speed 30ft | Str-1 Dex+2 Con+2 Int+0 Wis+3 Cha+5 | Perc +3, Insight +1
HP 18/18 | Spells 1st 1/2 | Curse 1/1

Snorri keeps his attention on possible enemies, but uses his other eye to lend a hand in the investigation.

Insight: 1d20 + 1 ⇒ (6) + 1 = 7

Sadly, minute seeing is not his best talent. He better watch out for an ambush!


Current Map Heidmarch Manor God Infinity........

@Snorri>> Insight is similar to "Sense Motive" in 3E and Pathfinder. Investigation is what you would use here.

While Snorri looks around at his companions trying to determine their mental state, Griot climbs onto the top coffin using his size to his advantage. He steps on Croakers shoulder to get closer, as Croaker investigates the coffin, and finds it still sealed.

Griot

Spoiler:

There is a false panel in the back of the alcove that has a small gap at the top. This is where the worst of the odor is emitting from.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

"I knew it." Griot announces, "A secret door. It really stinks behind it, too. Shall we?"

It just occurred to me Croaker's 'large figure' is Snorri.


Current Map Heidmarch Manor God Infinity........
Griot Spelleater wrote:

"I knew it." Griot announces, "A secret door. It really stinks behind it, too. Shall we?"

It just occurred to me Croaker's 'large figure' is Snorri.

Nope. He saw something lurking at the back of the next room through the opening.


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

*caw caw* Croaker squawks as the kobold uses his person as a step ladder. The ravenkin turns his face away from Griot's booted feet and whatever happens to be stuck there, which is now grinding its way into his shoulder. Coughing and spluttering he steps away from the coffins, his hands rapidly brushing at the nefarious substance and muttering about Precept number twenty seven.

"Ladders and ropes are for climbing things, warlocks are for killing things."


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot sits on the top coffin with his legs dangling over the front waiting for someone to either volunteer to go through the secret door first or investigate the figure in the next room.


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Khanol stands around not really understanding what's going on. They weren't under attack, but something kept them lounging around here that was not terribly clear to him.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot shrugs and slides back down to the floor. "If warlocks are so good at killing things, why didn't you just take care of the thing in the next room rather than run back to tell us about it?" he asks before going through the opening to see what this 'figure' is with his superior darkvision.


CG Human Warlock 2 | Status:
Stats:
AC 15 | Init +2 | Speed 30ft | Str-1 Dex+2 Con+2 Int+0 Wis+3 Cha+5 | Perc +3, Insight +1
HP 18/18 | Spells 1st 1/2 | Curse 1/1

What size is the secret door? Can Snorri squeeze through it?

"Wait, Griot. I can go with you, let me go first in case there's... hostility... in there."


Current Map Heidmarch Manor God Infinity........
Snorri Svensson wrote:

What size is the secret door? Can Snorri squeeze through it?

"Wait, Griot. I can go with you, let me go first in case there's... hostility... in there."

I think Griot left the secret panel and went back to the exit door. You guys are rushing around from place to place like a room of intoxicated gerbils and getting nowhere... :-)


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

pretty much herding cats. Figure, then secret door.


CG Human Warlock 2 | Status:
Stats:
AC 15 | Init +2 | Speed 30ft | Str-1 Dex+2 Con+2 Int+0 Wis+3 Cha+5 | Perc +3, Insight +1
HP 18/18 | Spells 1st 1/2 | Curse 1/1

Alright, whichever place you guys want to explore, Snorri offers to go first.

Snorri waits for a decision, stating his own personal opinion is he prefers the other room. When a deal is reached, he procceeds to go first and take whatever ambush is laid against them.


Current Map Heidmarch Manor God Infinity........

Since it seems impossible to come up with a consensus, I'm going to flip a coin to move things along.

1=Secret Door
2=further in

1d2 ⇒ 2

Griot looks askance at the secret panel above the upper coffin, and decides that his group might be at a disadvantage with the confined space, and wouldn't want to be trapped in there with a threat from another direction. He takes a few pieces of scrap he's collected over time, including a dented tin cup with a hole in the bottom, and places them on top of the coffin just beyond the secret panel, and quickly jumps down and peeks into the next room. Snorri begins to brush past him as he takes in the scene in the next room.

This square antechamber has four exits, including the path back towards the first hall, a 5-foot corridor that heads east into Area 3, and doors to the south and the west. The western door is unlocked and leads to a collapsed tunnel with several human bones scattered among the debris. The room is 15' square.

Griot starts and squeaks a bit as a figure appears on the southern door until he realizes that it is only the Bas-relief of a faceless warrior pointing a crossbow bolt at the entry passage.


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Khanol leads the way into the new room with his torch and shortsword. He pays special attention to stay out of the line of sight to the crossbow bolt from the sculpture, in case there is a trap trigger somewhere. Even stone, it might be painful.

He surveys the room and pushes into the unlocked door to the western room, too.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Croaker follows into the next chamber and pokes around to see if there are any other hidden secrets similar to that found in the previous room.

Investigation: 1d20 + 3 ⇒ (5) + 3 = 8

But within moments he becomes distracted and fascinated with how the torchlight creates interesting shadows on the sculpture and ends up mostly just staring and watching the interesting play of light and shadow.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

"Of course it's a statue," Griot grumbles as he peers around but is more interested in Khanol's trap avoidance maneuvers.
perception: 1d20 + 2 ⇒ (6) + 2 = 8


Current Map Heidmarch Manor God Infinity........

@Khanol>>: As you force the door open the dust from the chamber makes you sneeze as it rises in the air... but what has caused the dust to rise. You make out two skeletal figures emerge from the pile of debris. Both have bells tied around their necks which begin to peal with a clanging sound echoing in the chambers.

@Croaker>>: As usual you are distracted by the... well everything, but you do hear Khanol gasp as something untoward seem to be happening in the door he just pushed open.

@Griot>>: You cautiously approach the carving on the door, but are distracted by the activity happening to the east.

@Snorri>>: Leading the others into the room you stand alert as they start exploring, and prodding, and messing with things. You watch as Khanol pushes open the door to the east, and bells start clanging from behind the door, as he steps back and sneezes.

Snorri Perception DC10

Spoiler:
The air stirs from the large crypt room you just left, and the smell of rot gets stronger. At the same time you hear the clang of the debris that Griot left behind as it falls to the ground.

You all have a standard action before combat begins.

This is a 15' x 15' chamber. You entered from the North, there is an open passageway to the East, Khanol just opened the door to the West and invited in the occupants, there is the closed engraved door to the South.

Initiatives

Croaker: 1d20 + 3 ⇒ (14) + 3 = 17
Griot: 1d20 + 3 ⇒ (17) + 3 = 20
Khanol: 1d20 + 3 ⇒ (16) + 3 = 19
Snorri: 1d20 + 2 ⇒ (1) + 2 = 3
Stinky from behind: 1d20 + 2 ⇒ (16) + 2 = 18
Musical Skeletons: 1d20 + 2 ⇒ (17) + 2 = 19

So: Standard action for PC's then.

Griot and Khanol
Bad guys
Croaker and Snorri


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Khanol slams the door closed hopefully wedging it into the casement and preventing the skeletons from escaping again.

"Um. Two skeletons in there with bells on."


Current Map Heidmarch Manor God Infinity........
Khanol Treefall wrote:

Khanol slams the door closed hopefully wedging it into the casement and preventing the skeletons from escaping again.

"Um. Two skeletons in there with bells on."

Unfortunately when the door opened a lot of debris fell into the opening. It would take some time to clear this out before the door could be closed.


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Alright. That was unclear.

Khanol looks to shut the door and trap the skeletons in their room again, but the door jams on some debris that had fallen on the floor. "Um. Two skeletons with bells on are welcoming us." He stays and blocks the doorway ready attack the first ambling into melee with him.

ready shortsword v skelley: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 3 ⇒ (3) + 3 = 6


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Croaker whips his head around when Khanol jerks back and starts swinging his blade at the approaching skeletons. Focused completely on that immediate threat, the huginn pays little attention to anything else that might be happening and instead steps toward Khanol and launches a blast of eldritch power toward the nearest skeleton.

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

EB Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d10 ⇒ 7


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

"Bells? Sounds more like an alarm than much of a defense." Griot sends a freezing ray at the one Khanol attacked.
chilly: 1d20 + 4 ⇒ (5) + 4 = 9; Brrr: 1d8 ⇒ 4

He makes sure to keep an eye out for anything summoned by the bells.


CG Human Warlock 2 | Status:
Stats:
AC 15 | Init +2 | Speed 30ft | Str-1 Dex+2 Con+2 Int+0 Wis+3 Cha+5 | Perc +3, Insight +1
HP 18/18 | Spells 1st 1/2 | Curse 1/1

Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Snorri is too slow to avoid Khanol from opening the door. Actually, when he notices, the door is already open and the ring of some bells echoes in the air.

He's overwhelmed by not getting what's in the other room and by the stench, so no actions before combat.


Current Map Heidmarch Manor God Infinity........

The two jingling skeletons finish forming, and rush towards the opening their rusty shortswords bared. Khanol swings wildly, but the door bouncing back instead of opening spoils his aim. Croaker only has eyes for what is happing behind door #1, and lets forth a beam of swirling sparkly eldritch might which catches one of the Skeletons in the head, and wraps around the skull before absorbing into the empty eye holes. The skeleton seems damaged. Griot sends forth a chilling ray, but the angle of view from the door spoils his aim, and only a frosty spot appears on the wall just inside the doorway.

Snorri stands transfixed with the quick change of events.

Okay Round 1 Griot and Khanol up.

All Perception DC10

Spoiler:

Two figures dressed in rotting clothing are coming into sight from the room you just left. They seem to be emaciated, and little more than dead skin hanging on bones, but their claws and fangs seem sharp enough. They are about 20' from all the fun.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

perception: 1d20 + 2 ⇒ (13) + 2 = 15

"More dead things coming!" Griot shouts a warning and holds forth his shield with St. Helba's symbol. "Hey, hey! Ho, ho! Undead creeps have got to go!" The blue painted flames flicker repelling the approaching undead. turn undead DC 12 Wisdom save


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Khanol holds the door and stabs with his shortsword.

shortsword v skelley: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (5) + 3 = 8


Current Map Heidmarch Manor God Infinity........

GM Rolls
[spoiler]
1d2 ⇒ 2 Khanol's target
1d20 ⇒ 16 G1 WIS Save
1d20 ⇒ 16 G2 WIS Save

@Khanol>>: Holding the door against the skeletons is semi-successful, and he is able to firmly stab at the head of the undamaged skeleton, causing it's jawbone to fall from it's head... no more scary clattering.

I'll give you guys a +2 to AC for cover... however the skeletons have the same fighting through a opening/closing doorway. Khanol give me a STR check if you're really trying to hold the door from them advancing. If so you'll be attacking with disadvantage from trying to do two things at once... and that will take your bonus action.

@Griot>>: Griot turns, and presents his holy symbol, confident that he can take care of the two beggar ghouls approaching from the recently vacated room, but their hunger seems to overcome their fear of the diminutive cleric, and they step forward... attention on him.

Skeleton 1 Stabs at Khanol 1d20 + 2 ⇒ (19) + 2 = 21 (Adjusted for cover) 1d6 + 2 ⇒ (5) + 2 = 7 Stabby damage.

Skeleton 2 Stabs at Khanol 1d20 + 2 ⇒ (1) + 2 = 3 (Adjusted for cover)

Beggar Ghoul 1 Swipes his claws at Griot. 1d20 + 4 ⇒ (6) + 4 = 10

Beggar Ghoul 2 Tries to sink his dirty fangs into Snorri. 1d20 + 4 ⇒ (8) + 4 = 12

The skeleton that Khanol struck strikes back with a lucky blow, and damages the small but fierce barbarian. The Skeleton that Croaker lit up with his blast gets confused and strikes out at the spot of frost on the wall left by Griot.

Griot is able to dodge the swiping blow of the Beggar Ghoul's dirty claws, and Snorri turns at the last minute and gets his shield up in time to intercept the bite of the second ghoul.

Khanol takes 7 points of of piercing damage... unless he was raging and it was halved.

Croaker and Snorri up... followed by Round two from Khanol and Griot.

NOTE: Khanol and Snorri could you put your AC in your profile description so I don't have to open the profile to find it? Thanks.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

were the skeletons within range of the turning? The room is only 15x15 and I would have position to greatest effect.


Current Map Heidmarch Manor God Infinity........
Griot Spelleater wrote:
were the skeletons within range of the turning? The room is only 15x15 and I would have position to greatest effect.

Normally yes... but with the cover of the partially closed door plus Khanol partially hiding them, and your height is similar to his they can't really see you, I'm not including them in the turn attempt. If they were actually in the chamber instead of fighting through a partially closed door they would be. Not to mention you're in melee with another creature.


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Croaker maneuvers toward the skeletons, dealing with the initial threat for the moment and steering clear of the ghouls. The gem around his neck glows with a soft purple light and then another blast of eldritch power lashes out toward the same skeleton damaged previously.

EB Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d10 + 3 ⇒ (9) + 3 = 12


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Khanol's AC and other stats are behind the Stats spoiler. Does that not work for you?

25 -7 = 18 HP

As opposed to "holding" the door with strength per se, I'm trying to position Khanol in the square of the door. Since bad guys cannot enter occupied squares (without special rules), I'm trying to "hold" the doorway by preventing them from getting passed him. Does that make sense?

Khanol grits his teeth as the skeleton's blade slips passed his guard. Then, the small but fierce barbarian backstabs trying to destroy the damaged skeleton.

shortsword v skelley: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 3 ⇒ (4) + 3 = 7


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot tries to keep the shield between himself and the raggedy ghouls. He points and shouts aiming a freezing blast at his attacker. frost ray: 1d20 + 4 ⇒ (14) + 4 = 18; chill out: 1d8 ⇒ 4 slowed


CG Human Warlock 2 | Status:
Stats:
AC 15 | Init +2 | Speed 30ft | Str-1 Dex+2 Con+2 Int+0 Wis+3 Cha+5 | Perc +3, Insight +1
HP 18/18 | Spells 1st 1/2 | Curse 1/1

Yep, same as Khanol, AC is under "Stats" in the profile. Did so to avoid having 3 or 4 lines, but if you'd rather have it unspoilered, I'll do it so.

Snorri feels lost, not knowing where to look at. That's usually a fighter's doom, but in the last second he notices the stench, a sudden movement, and he turns... and dodges the attack!

He quickly speaks some ancient, arcane words, that create a curse affecting the ghoul, then launches a slash with his axe, trying to sever some limbs. "Careful here, guys!"

Hex as Bonus

Handaxe: 1d20 + 5 ⇒ (10) + 5 = 15
Damage, Hex: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9

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