DDEP 10-01: Terror in Ten Towns (Inactive)

Game Master Aeshuura

A Four-Hour Epic Adventure for 1st through 4th-Level Characters


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Rodalas Windrace wrote:
Would he qualify for his assassination ability?

Yes


Game Map DCI# 4318637857
Rodalas Windrace wrote:
Would he qualify for his assassination ability?

yes, I mentioned that Rodalas has his ability available in the post.


RODALAS

Just to clarify, these are baddies and not allies with the good grey dwarves


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Rodalas Windrace wrote:
Just to clarify, these are baddies and not allies with the good grey dwarves

Orange, Yellow, and Purple duergar (standing near Baldrick) are friendlies

(or neutral, anyway -- I don't think they'll be attacking either side).

On Greycastle's intiative tracker, he's listed the current enemies as the 5 "white furries" to the east. The duergar 'king' and the fungus creature are presumably also our enemies.


RODALAS

He will pot shot the king
1d20 + 9 ⇒ (17) + 9 = 26 advantage shot
1d20 + 9 ⇒ (13) + 9 = 22

1d6 + 4 ⇒ (6) + 4 = 10 Piercing
2d6 ⇒ (6, 3) = 9 Sneaky attack

Action surge
1d20 + 9 ⇒ (13) + 9 = 22
1d20 + 9 ⇒ (16) + 9 = 25 advantage

1d6 + 4 ⇒ (6) + 4 = 10 P


RODALAS

Did he do 29 pts of damage?


Female NG Human Circle of Wildfire Druid 6 | HP: 45/45 | AC: 16 | Init: +2 | Pass Perc: 20 | Pass Ins: 17 | HD 6d8 | Speed 30 | Spells: Full | Saves: STR 0 DEX+3 CON+3 INT+5 WIS+8 CHA+0 |

Mell casts Flaming Sphere and summons it to the location between the King and the orange, purple, and blue furries.

If I'm reading the spell description correctly, damage doesn't happen until the end of a creature's turn, so they have the chance to move away. But if they are within 5 ft at the end of their turn, they take 2d6 fire damage + an extra d8 from Mell's wildfire spirit. I've placed a token for the sphere.


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The arrows plunge deep into the grey dwarf kings chest. But the king seems unconcerned as he turns to the hero’s grinning between soot covered teeth and calls out loudly in

Undercommon:
”The sun dwellers are here! Let us greet them!”

The white hair creatures and the large mushroom like creature are not so confident when the fire orb erupts from non existence.

it is the duergar’s turn, I will post again later today with an update

Mell, I believe you can attack with the orb on the run you bring out the orb as well. I will double check the wording when I make my update.


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ive marked the doors that open on these subsequent actions as a visual of activity.

Mell, you didnt use a bonus action on your turn, just an action to summon the sphere. You can use a bonus action to move the sphere, when you hit a creature during this movement, it rams them forcing them to make a saving through against the spheres damage and the sphere's movment stops. You summoned it in between all of the creatures, nothing says you can't ram it into one of them if you use a bonus action. We will retro it and say that you do, just let me know which target you want to ram it into so I can make thier save and do the damage.

The king leaps to his feet and moves away from the throne as he yells out, doors around the throne room burst open and duergar, wielding shortswords and shields, spill out of them. Two doors to the north and one to the right of the throne. With coordinated movements, two of them enlarge themselves while the other two seem more constrained my space and they move in to attack the surface dwellers, but the whole time they seem to be making sure to stay together.

The three duergar that moved into the room before you seem suprised and watch as the new duegar swarm around them to attack you.

"Well" the king bellows "You are the ones who have so foolishly come to my keep, I am not impressed. Is this the best that the Ten Towns can do?" He reaches out his crystal gauntleted hand and points a finger at Rodalas. A blast of dark eldritch energy forms and shoots accross the room and then again at Mell.
Eldritch Blast: 1d20 + 7 ⇒ (15) + 7 = 22 Force: 1d10 + 4 ⇒ (5) + 4 = 9
Sanctuary Save: 1d20 ⇒ 19
Eldritch Blast: 1d20 + 7 ⇒ (16) + 7 = 23 Force: 1d10 + 4 ⇒ (3) + 4 = 7
Both blasts hammering thier targets.

One of the duegar (neon green) moves up to Rodalas but takes a moment to enlarge himself while another (blue) moves in to the assassin.
adv attack: 2d20 + 6 ⇒ (6, 13) + 6 = 25
Rodalas is struck in his side by the grey dwarf's shortsword.
piercing: 1d6 + 4 ⇒ (3) + 4 = 7

The other two move toward Umikh, one of them (teal), stopping short to enlarge himself while the other (pink), closes in for the attack. Pink brushes incredibly close to the invisible Baldrick who looks confused that the duergar seemed to pay him no attention.
adv attack: 2d20 + 6 ⇒ (18, 10) + 6 = 34
Umikh is likewise stabbed by the duegar facing him.
piercing: 1d6 + 4 ⇒ (3) + 4 = 7

The dwarf (purple) that led you here from the upperfloors, calls out in dwarven as a blade of pure energy forms from his hand and charges the king.The other two guarddwarves (oragne and yellow) seem unsure which direction to go and hesitate for the moment.
Soul Blade: 1d20 + 5 ⇒ (19) + 5 = 24

The king, suprised by the attack from his own kind, responds angrily, and almost able to deflect the energy blade with his spiked gauntlet and as the two items collide, sparks of energy light up the room, but the energy blade slides inside the dwarf-kings defense and penetrates his armor.
Force: 2d6 + 3 ⇒ (4, 3) + 3 = 10

Dwarven:
"MAD KING! You're reign is over!" the charging dwarf cries.

The duergar king seems to control his suprise and through clenched teeth he seeths "Treatcherous RAT! You will boil in the forge fires for this!"

Baldrick, Turq, Umikh, and Gideon. Your turn! Rodalas looks very injured.

Mell -7 sanctuary choose a target for your ram
Fire Spirit -13
Rodalas -29
==Duergar==
King -39, the rest are undamaged.
Baldrick invisible you're up
Turq -9 you're up
Umikh -7 you're up
Gideon you're up
White Furries


Female NG Human Circle of Wildfire Druid 6 | HP: 45/45 | AC: 16 | Init: +2 | Pass Perc: 20 | Pass Ins: 17 | HD 6d8 | Speed 30 | Spells: Full | Saves: STR 0 DEX+3 CON+3 INT+5 WIS+8 CHA+0 |

Mell will ram the King with her bonus action. DC is 15 Dex.

flaming sphere damage: 2d6 ⇒ (6, 1) = 7
fire spirit extra damage: 1d8 ⇒ 2


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

@Mell: You can move the sphere up to 30', but it is not currently adjacent to the King -- do you want to move it to the east of the King?

@Greycastle: With that nat20 Stealth and Invisibility, can Baldrick move to the west of the King? Is there room for him next to the throne?


RODALAS

I sure am glad that I got healed before we had this fight...


RODALAS

If I understand the missile weapon rules correct, anytime I shoot with a baddy next to me I fire with disadvantage, correct?


Female NG Human Circle of Wildfire Druid 6 | HP: 45/45 | AC: 16 | Init: +2 | Pass Perc: 20 | Pass Ins: 17 | HD 6d8 | Speed 30 | Spells: Full | Saves: STR 0 DEX+3 CON+3 INT+5 WIS+8 CHA+0 |

Then I'm confused as to which one IS the king. But since she moved it 25 ft when she cast the spell, I'll have it hit the large purple fuzzy (currently to the right of the sphere) instead.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

I think the KING is black

HP: 57/64

Umikh swings back at pink...
Longsword attack 1: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d10 + 5 ⇒ (10) + 5 = 15 daym!
Att 2: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

...dealing two solid slices as he scooches closer, hoping to give some protection to allies in the back.

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1

Gideon is preaparing to unleash holy fire on the enemy till he sees Rodales stagger under the assult.

2d4 + 3 ⇒ (4, 1) + 3 = 8 Healing word (2nd Level) on Rodales

then try to take cover till next round.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq gives a lingering look at the king then turns to give assistance to his friend, the elf. The stout dwarf-adopted warrior surges past Pink sliding to a stop, just before he left his reach, Turq swings behind him!

+1 battleaxe: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Unwavering Mark:
When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

If he is dead, will continue on to Blue, if, not, second swing on Pinkie.

+1 battleaxe: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 6 ⇒ (8) + 6 = 14


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Mell, the creature to the right of your ball is the bound mushroom creature that is missing an arm. The king was watching the furry creatures torture it when you entered from his throne on the south wall. If you still want to hit the large purple creature, that is fine too. It’s your call but can choose from any of the four creatures surrounding your hall.

Rodalas, yes you are at disadvantage with any ranged attack roll that you make while base to base with an enemy.

The king is the black border, correct.

Baldrick, yes if you’d like m, you can move adjacent the king.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

As chaos explodes around him, Baldrick turns a circle, staring wide-eyed at everything. Thoroughly confused, he ends up just doing what he started with -- following the purple duergar that led the group into the room.

Stumbling up the steps of the dais, Baldrick steadies himself with a forearm on the king's throne. Lightly glowing blue bolts of force fly from the face of his shield, slamming into the king:

Bonus Action: Quickened Spell
Magic Missile, 2nd level: 4d4 + 4 ⇒ (2, 1, 3, 2) + 4 = 12

Magic Surge?: 1d20 ⇒ 10

After his brief pause, he pivots and swings at the duergar king:
Warhammer: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Oh right -- so to everyone else in the room, Baldrick reappears next to the throne, swinging his warhammer :D


RODALAS

Mighty mighty Warhammer. What kind of action is it to holster a bow?


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Rodalas Windrace wrote:
Mighty mighty Warhammer. What kind of action is it to holster a bow?

This were things get a little tricky for weapon swaps and dual weapon users. You have two options for the bow, you can stow the bow as your interaction or you can drop the bow as a free action. You then have to draw your new weapon which is another interaction. Unfortunately you only get one interaction per round. Your other option would be to hold the bow in your off hand for the moment, draw one of your melee weapons as your interaction and stow the bow next round with an interaction, but then you are only attacking in melee with one weapon until you have enough interactions to stow and draw your weapons. Also note that you have no way to draw both melee weapons at the same time, so that is more interactions to consider. Some ways of doing these things are by having the dual wielder feat (this allows you to draw and stow two weapons with your interaction, and the thief archetype for rogues can use their cunning action to interact with objects.


Female NG Human Circle of Wildfire Druid 6 | HP: 45/45 | AC: 16 | Init: +2 | Pass Perc: 20 | Pass Ins: 17 | HD 6d8 | Speed 30 | Spells: Full | Saves: STR 0 DEX+3 CON+3 INT+5 WIS+8 CHA+0 |

Fine, make it the blue furry closest to the King.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Roddy could fae step then shoot unhindered...


RODALAS

That is what I was thinking, but it looks like any where he BAMFS in the room there are baddies and would get him disadvantage


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Rodalas Windrace wrote:
That is what I was thinking, but it looks like any where he BAMFS in the room there are baddies and would get him disadvantage

Best place might be in the corner, just south of Mell.


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[ioc]sorry for the delay. I’m at Gencon. So I’m a little behind the 8ball. I’ll try to get a post up today or probably tomorrow.[/ooc]


RODALAS

Have fun! If you see Margaret Weis and Tracy Hickman, tell them I said hello,


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Oh nice! I've never been but it seems like I know several people who are at GenCon this year.


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Dex for Furry: 1d20 ⇒ 4

Gideon, you only used your bonus action. You can still take a regular action. You can only cast cantrips though if you want to cast a spell.

Gideon calls out words of support to Rodalas.

Even distracted by Umikh, the duergar between Turq and Umikh manages to throw his shield between himself and Turqs back swing as well as Turq's followup. The duergar pays for it though, as Umikh takes makes the best of Turq's manuever and lays into the non-enlarged duergar.

The king seems slightly suprised as Baldrick appears by the throne and then moves up to connect with his hammer.

Assuming the duergar are all friendly, the white furry creatures swarm to the party finding places to fit into the combat.

2 on Umikh
2d20 ⇒ (1, 14) = 15
2 on Baldrick
2d20 ⇒ (11, 8) = 19
4 on Turq
4d20 ⇒ (13, 17, 2, 5) = 37
2 on Mell
2d20 ⇒ (4, 11) = 15

Turq, Umikh, and Mell are wounded by the white furry creatures assault.
im assuming Turq has his shield up so only 1 hits.
Furry Claws: 3d6 ⇒ (4, 3, 5) = 12

Mell -15 sanctuary YOU'RE UP!
Fire Spirit -13
Rodalas -21 YOU'RE UP!
==Duergar==
pink -25
King -57
Baldrick
Turq -16 you missed, so nothing marked :(
Umikh -13
Gideon CAN STILL USE AN ACTION
==White Furries==
blue -9

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1

I gotta be honest...there are so many tokens on the board I'm not sure who is foe and who is friend. :-)

Gideon's head spins at all the activity. He decides to cast a guiding bolt at the beast directly in front on him.

Attack Flanked furry creature, flanked with guiding bolt

1d20 + 8 ⇒ (7) + 8 = 15 GB Flanked

4d6 ⇒ (3, 2, 1, 3) = 9 Radiant damage


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Enemies:
- 2 Enlarged Duergar (Green and Teal)
- 2 Regular Duergar (Blue and Pink)
- 5 Furries (Dark Green, Orange, Purple, Light Green, Blue)
- 1 King Duergar (Black), east of Baldrick

Allies:
- 6 PCs
- 1 Duergar (Purple), north of Baldrick
- 1 Fire Spirit, north of Mell
- 1 Flaming Sphere, east

Unknown or Neutral:
- 1 Large Fungus Creature (Myconid?), east centre
- 2 Duergar (Orange and Yellow), north centre

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1
Baldrick Longhall wrote:

Enemies:

- 2 Enlarged Duergar (Green and Teal)
- 2 Regular Duergar (Blue and Pink)
- 5 Furries (Dark Green, Orange, Purple, Light Green, Blue)
- 1 King Duergar (Black), east of Baldrick

Allies:
- 6 PCs
- 1 Duergar (Purple), north of Baldrick
- 1 Fire Spirit, north of Mell
- 1 Flaming Sphere, east

Unknown or Neutral:
- 1 Large Fungus Creature (Myconid?), east centre
- 2 Duergar (Orange and Yellow), north centre

Thanks for the assistance… but my colorblindness still makes it challenging :-)


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Gideon Dawnbringer wrote:
Thanks for the assistance… but my colorblindness still makes it challenging :-)

No doubt! I did originally think of laying numbers and letters on the grid, but figured that might make things worse (and also it's not my map :) )

Really, the most important things to note are the ones that I indicated with other cues: The duergar just north of Baldrick is helping us out, and the two duergar in the north-centre are currently neutral. I have no idea what's happening with the myconid to the east, but everything else is fair game for attacking.

Oh... unless you care which ones are injured, I guess:
- Duergar (Pink), north of Umikh, -25
- King Duergar, east of Baldrick, -57
- Furry (Blue), west of Baldrick, -9


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq curses and tries to free up Gideon and Mell, striking at Green Fuzzball!

+1 battleaxe, atk 1: 1d20 + 7 ⇒ (7) + 7 = 14
Damage, if hit: 1d8 + 6 ⇒ (5) + 6 = 11

+1 battleaxe, atk 2: 1d20 + 7 ⇒ (1) + 7 = 8 Cursed dice!
Damage, if hit: 1d8 + 6 ⇒ (7) + 6 = 13

Second Wind, Bonus action: 1d10 + 6 ⇒ (7) + 6 = 13

If I didn't drop Fuzzy Green:

Unwavering Mark:
(3x for Retort, recharge on long rest). When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.


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Gideon Dawnbringer wrote:
I gotta be honest...there are so many tokens on the board I'm not sure who is foe and who is friend. :-)

I think that’s the way battle can be sometimes. It is chaotic and bad things can happen. We take advantage of having a top down view of combat while role playing but the real thing is quite different.

That being said, color blindness does make things a lot more challenging. Baldricks idea of a grid is not bad though.


RODALAS

At least we are giving the king his lumps


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Rodalas and Mell are up.


RODALAS

Bonus action to disengage and move back with the rest of the group and then fire an arrow at blue duergar threatened by Turg

1d20 + 9 ⇒ (6) + 9 = 15
1d6 + 4 ⇒ (6) + 4 = 10
2d6 ⇒ (3, 2) = 5 sneaky


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Are we waiting on Mel? Should I go ahead and go so you can add it after the baddies go?


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My posting rate hasnt been great, so I was giving Mell sometime to catch up, but I'll bot Mell later today. Turq posted his action already, if you don't think anything is going to change on yours, go for it.


Game Map DCI# 4318637857

Rodalas deftly weaves in and around combat maneuving to a better location but when he finally sends an arrow toward the enlarged duergar, it is deflected by the large dwarf's shield.

Mell stays focusd as the room erupts with activity. Moving a short distance from there, the druid lets out a fan of flames engulfing two of the duergar and one of the furry creatures. Then focusing of he fiery sphere, directs the it to move.

hands: 3d6 ⇒ (6, 2, 5) = 13 plus Spirit Fire: 1d8 ⇒ 2
Sphere: 2d6 ⇒ (1, 5) = 6
Spirit Dam: 1d6d6d20 ⇒ 4

The enlarged duergar, (green) now burnt in many places, growls and throws a javalin at Mell for her audacity while the smaller duegar (blue) nearby swings at Turq, attacks adv: 4d20 ⇒ (11, 13, 9, 8) = 41 the javalin spearing Mell but Turq manages to turn the grey dwarfs blade away. Enlarged Jav: 2d6 + 4 ⇒ (1, 4) + 4 = 9, Short Sword: 1d6 + 4 ⇒ (6) + 4 = 10
Mell Concentration: 1d20 ⇒ 20

Another smaller duergar (pink) sees Gideon using healing magic and intends the cleric harm while its larger partner (teal) protects it's king and swings at the suddenly appeared Baldrick. attacks: 4d20 ⇒ (20, 15, 12, 8) = 55 Gideon takes a grievous wound at the same time that Baldrick's defenses hold and deflect the attack. Shortsword Crit: 2d6 + 4 ⇒ (5, 5) + 4 = 14

The two undecided duergar look at one another and seem to nod. The commitment of the party and thier own kind rising up against the king, seems to have inspired them and they lash out in support of our heros. One of them (oragne) moves to attack the larger duegar nearby, while the other (yellow) moves to assist the energy blade wielding duergar that they followed into the room. Both making a concerted effort to get clear of the flaming sphere. Warpick: 2d20 ⇒ (18, 18) = 36 Warpick Damage: 1d8 + 2 ⇒ (1) + 2 = 3 Warpick Dam: 1d8 + 2 ⇒ (2) + 2 = 4

The energy blade wielding dwarf is emboldened by his ally joining him and presses the King. Soulblade: 1d20 ⇒ 18 The blade plunges into Xardorock's side. Force: 2d6 + 3 ⇒ (6, 4) + 3 = 13

The king "arghs" as the energy blade finds purchase and he stares at the mutinous duergar. The king mutters words of magic in retaliation and tiny embers of fire glow to life around the king and surge toward the soulblade. dex save adv: 2d20 ⇒ (19, 20) = 39 hellish rebuke: 3d10 ⇒ (3, 8, 4) = 15 "Wait your turn mut!' Xardorock spits. His spiked fist then hurls toward Baldrick. Gauntlet Attack x2: 2d20 ⇒ (8, 16) = 24 Balrick dodges out of the way of one of the blows, but the second connects. piercing and psychic damage: 1d4 + 3 + 1d10 ⇒ (1) + 3 + (2) = 6 Baldrick notices that the spiked gauntlet draws lifeforce into it.

One of the larger duergar (teal) has no where togo and opts to fight through whatever pain the sphere behind him will do. dex w adv: 2d20 ⇒ (10, 10) = 20

Gideon, when you attack with a ranged attack in melee, you are at disadvantage. 1d20 ⇒ 12 but, your guiding bolt still finds purchase.
The furry creature, radiating energy, becomes a beacon and Turq uses the magic to guide his weapon toward it. this makes your two attack rols, your advantage attack. So your second attack will use a new attack roll. Turq's new second attack swing 1d20 ⇒ 12

Mell -24 (concentration on sphere)
Fire Spirit -13
Rodalas -21
==Duergar==
blue -15
neon green -19
pink -25
black King -71
purple Soulblade -7
Baldrick -6
Turq -16
Umikh -13 (YOU"RE UP!)
Gideon -14 (YOU"RE UP!)
==White Furries==
blue -9
orange -15
olive -33 (marked by Turq)

Liberty's Edge

Male Human| HP 13/13 | AC 14 | Passive Perception 14 Rogue 2 | Saves S +1, D +5, C -1, I +6, W +2, Ch +1

Warding Flare is a reaction. Would Gideon be able to use this to give disadvantage to the one that criticaled him?

Gideon looks for guidance from above...

Channel divinity.

Each hostile creature within 30' must make a DC14 CON saving throw or take 2d10+6 Radiant Damage. Half damage on successful save.

2d10 + 6 ⇒ (7, 8) + 6 = 21 Radiant damage


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Yeesh, quite the melee here!
At "only" 13 down, saving second wind for now.

Umikh focuses on his small corner of the fight.
Longsword to pink: 1d20 + 8 ⇒ (13) + 8 = 21
damage to pink: 1d10 + 5 ⇒ (8) + 5 = 13
Longsword to green: 1d20 + 8 ⇒ (19) + 8 = 27
damage to green: 1d10 + 5 ⇒ (8) + 5 = 13


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

"Y-- YOU! WHAT? HOW DARE??"

Although his allies are using various forms of magic all around the room, somehow the draining effect of the king's gauntlets is what sets him off.

Rage

Warhammer: 1d20 + 6 ⇒ (2) + 6 = 8

Tides of Chaos (confers advantage, but forces a magic surge)

Warhammer: 1d20 + 6 ⇒ (16) + 6 = 22

1d8 + 5 ⇒ (1) + 5 = 6

eye roll

Magic Surge: 1d100 ⇒ 2
"Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."

Awesome!


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Did you get my Second Wind? I should have healed 13 hp. :)


RODALAS

This is the largest fight that we have had as a group


Game Map DCI# 4318637857
Gideon Dawnbringer wrote:

Warding Flare is a reaction. Would Gideon be able to use this to give disadvantage to the one that criticaled him?

Sure can, I’ll reroll.

“Turq” wrote:
Did you get my Second Wind? I should have healed 13 hp. :).

Nope, missed it. I’ll adjust.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Thanks!


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RODALAS

Down with the foul dwarves//all of them, bwhaah hhaa

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