[5e] Descent into Avernus (Inactive)

Game Master mishima


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AC18(20) |HP 38/[40]| Str+3 Int+1 Wis+6 Dex+0 Con+2 Cha+2|Init + 0|Percept +6|Insight +6|Invest +4| War Priest Attacks 0/[3] Inspiration [Y] Channel Divinity 1/[1] HD 2/[5] Male Human Doomguide Acolyte of Kelemvor Cleric (War)/5
Simon Eltan wrote:

[dice=Wis]1d20 + 1d20 + 1d20 + 1d20 + 1d20 + 1d20 + 2

Simon will use Fisk's help and will most likely stop the effort after 2-3 times he loses consciousness.

I will ask the Grim to heal me )) Kelemvor gives it to him for free .)

Done!!!


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AvernusArt 2Grid

Mal, for consumables I'll just use the AL rules, AKA shared campaign rules from XGtE. For scrolls, by spell level thats...

0 25
1 75
2 150
3 300
4 500
5 1000

Don't forget the arcana check if you are copying from a spell scroll, with DC 10+spell level. That arcana check isn't required when copying from another spellbook.

I don't think there are any rituals that can be upcast, but I could be mistaken.

On the book requirement, authoring an essay that praises Shar would certainly work.

On the research, the major unknown at this point is the puzzle box's contents. Supposedly it contains an infernal contract describing the deal between Kreeg and Zariel, and could have clues about how Elturel was dragged to hell and what else might be in store for it.

I don't think researching Zariel would yield much more than what Reya has already told you (see the recent Shrine of Suffering dialogue for a repost of what she mentioned under the villa). The shield likewise would have a high DC for anything useful.

Kreeg could be researched. Candlekeep could be researched. The Creed Resolute may also be an important topic. Research might be better done once you actually get to Candlekeep, it is the greatest magical library in the world with at least one resident Archmage whose specialty is the Nine Hells. Feel free to just ask for clarification on any of these OOC as well, I know its been a slow paced game and months since stuff has been posted.

There might be more research topics for you after the scene with Mortlock concludes.


m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -
Evendur "Grim" Greymantle wrote:


Done!!!

Thanks ))


Halfling Dragonslayer | HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!
Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1
GM Infinity wrote:
Alright guys, together you work your way back out again avoiding encounters or getting washed into the river. Loot was left on Shar's enemy shrine, her student unconcerned. He would have discovered:

Ah well. Thanks for the thought. Even though metawise, you signaled that Mal had time to go back to the shrine. I didn't feel Mal wanted to test his luck with the lycanthropes. Also, Mal is a live-and-let-live mean halfling. He believes Shar and oblivion will win but knowing divine actors have real powers to end his life.

At least that's how I'm playing him.

cheers


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Fair enough, I'll have to find a more creative way to tempt him then. :) Just trying to encourage you guys to interact with stuff.


Halfling Dragonslayer | HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!
Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1

Starting Coin = 162.7 gp

Dragon Hoard = 906 gp

Magic purchases = 560 gp

Sell for half:
25 gp = Light Crossbow
5 gp - Shortsword
8 gp = Daggers (8)

Buy for full:
4 sp = Darts (8)
300 gp = Scroll of Leomund's Tiny Hut

Going Coin = 246.3 gp


AC18(20) |HP 38/[40]| Str+3 Int+1 Wis+6 Dex+0 Con+2 Cha+2|Init + 0|Percept +6|Insight +6|Invest +4| War Priest Attacks 0/[3] Inspiration [Y] Channel Divinity 1/[1] HD 2/[5] Male Human Doomguide Acolyte of Kelemvor Cleric (War)/5

My shifts have DRAMATICALLY shifted. I am STILL very much playing, but posting may be affected.


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Feeling a bit drained today (heat wave in my area) but will try to get a post or two when night falls in a few hours. Loving the direction the bros training is heading...


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

No worries! Me too!


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Simon, before we get into the deal with the Hidden Lord for immortality in exchange for freeing it, what is the nature of the pact with Bel that gives you eldritch powers? Just curious, we've never really talked about it. I don't want to step on an archdevil's toes (and the Hidden Lord might not want to either), or make that central theme to your character somehow less important. ;)


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m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -

It happened almost by accident - Simon played too much in dark cults and strange rituals. I think he didn't prepare for the contract in advance. The mighty Force (Bel) offered the young nobleman strength and power in the mortal world in exchange for loyalty and the oath to fight against the cult of Zariel and to destruction of her plans. The condition is absolute obedience in the execution of orders in these matters. Well, what Simon got in return is evident from his eldritch blasts. POWER indeed.

But this time he will be more careful. He will check as much as he can each letter and the double meaning of the contract (so as not to really become an adamantium block, for example) - he understands that such a creature can have a disgusting sense of humor.


m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -

Offtop: By the way, if there is any chance to participate in the Spelljammer, and especially if it will be played on this site, I am ready and would be glad to participate. Well, you never know who wants to GM ;)


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That one is definitely on my radar to run. Even though it was basically just a running joke in my 2e group, I have a lot of fondness for it. Always been a space-nerd.

If the published adventure doesn't hit the right tone, I really just want to do a hex-based exploration type of thing...with all the random wackiness that universe can generate.

But I doubt I'll run 2 games at once. Once my job picks up again this fall (teaching) I'll have a lot less free time.


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m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -

Perhaps in a year we will return to this issue ;)


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Basically, you have a free Dash, Disengage, or Dodge the horse/mount can do in addition to your action, bonus action, and reaction. You use the mount's movement, not yours. The turns are technically simultaneous so you can do stuff like spring attack. Against mounted creatures, forced movement stuff is pretty powerful.

Controlled Mount Combat Rules Breakdown:

--Initiative of mount matches rider. You can mix the actions and movements of mount and rider however you wish. For example:
Mount moves, rider attacks, mount disengages, rider takes bonus action. You can mix turns this way even on the turn you mount it (mounting costs half speed)
--Mount can Dash, Disengage, or Dodge (only) as actions, and move
--If mount provokes OA, the attacker can choose you or the mount
(Rider can never provoke OA if the mounts movement is used)
--Mounting/dismounting costs half your speed and is part of movement, not an action
--if an effect moves the mount or knocks you prone, you make DC 10 dex save vs falling off mount and landing prone (a military saddle gives you advantage on this save)
--if mount is knocked prone, you can spend a reaction to land on your feet.


m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -

I probably won't be able to post until Monday or even Tuesday morning (this is the deadline). If anything, bot me without any problems.


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Quote:
usually it takes your Movement to direct a mount

Hrm, respectfully I've never seen anything like that in the 5e mount rules on PHB pg 198. Is that an optional rule somewhere? Can you quote me something? Just curious.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

It was clarified in a Sage Advice portion of the Dragon talk podcast. As it was explained, you can either:

1) Let both mount and PC act of their own accord (with each having their own initiative, thereby really messing with the rider's ability to take melee attacks and control movement), or...

2) The rider uses the mount's movement speed for his move, but makes his own attacks, both on the rider's initiative.

This just clarifies what is stated here:

PHB Mounted Combat wrote:

Controlling a Mount

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

Now, this does not distinctly say that it takes your movement to direct, it does not make sense to me that it takes no effort to control a mount in combat. Anyway, that is my take, but I am fine by abiding whatever decision you go by. I just wanted to clarify my view as a DM to DM. ^_^


AvernusArt 2Grid

Thanks, yeah lots of debate/confusion with that podcast and his tweets, mostly about a different unrelated issue. This wraps it all up pretty tight imo and is what I used when I was reviewing mounts for my little summary rules. I'm going to stick with 'no movement needed to direct' since it isn't anywhere in the rules, sorry if it breaks your immersion. Dex based check for tricksy rider stuff.

So, in other words, in an open field you could gallop 40ft, dismount for half speed and continue on foot the other half.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

No worries! I do not intend to do a lot of mounted combat anyway! Took my swing!


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Don, yeah, not a bad rule, its just already a bit cumbersome for me and don't want to add to the complexity in that way.

Mal, I spaced on your advantage to initiative because of Warning. I'll embed it in my tracker and get you next time, not worth retconning here I think.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Haha, understandable. I simplify it to just using the mount's speed for your move, then rider takes their own action. ^_^


AvernusArt 2Grid

Giving Simon a few more hours, but promise post for T-rex before crashing out tonight.


m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -

I've returned. A little later than planned, I hope everything is fine. So, 25 posts in the game thread. I'm going to make some coffee ))

UPD. I read it! To say that I was stunned by this scene is to say nothing ;)


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Donal wrote:
Quick question, what would it take to 'break' this T-Rex, much like on 'breaks' a horse... Would that even be possible? :D

Now that its been damaged, and especially the hot boiling tar poured on it, its going to be pretty difficult...but I guess I can see a 'thorn in the paw' situation like the fable. Id say it would probably require magic though at this point to do it in an immediate way.


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Simon wrote:
Move Away (as far as the crowd allows)

The crowd is difficult terrain for you, so you can get about 15 ft deeper into the crowd. That puts you roughly 45 ft to the t-rex, 25 ft of crowd and 20 ft of clearing between you.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Hmmm, brain going a million miles an hour!


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Don wrote:
Can it see me? Can I get advantage, or have I slipped enough that is can spy me with its little eyes?

I was just using the optional Climb onto Bigger Creature DMG rules, so you still have Advantage (wasn't basing it on sight or anything). If you were wondering for some other reason, no it can't get an eye on you from where you are on the head.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Great, I did damage! Two crits! ^_^

EDIT: 26 damage, all told!


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Funny story about the reaction to tumbling off the T-rex...

When I was working at the movie theater, one day I was unloading boxes into the store room and I tripped over some boxes, spilling out onto the floor. I just lay there laughing. My boss and co-workers thought I was having a seizure, but I was just laughing at my folly.

It was scary for them, but I was just laughing, lying there staring at the ceiling!


AvernusArt 2Grid

Nice, nothing better than psyching out a coworker.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

It wasn't intentional, of course. I just thought it was funny that I just took a spill like I was Buster Keaton or something!

Grand Lodge

Travel and sick... expect to be back soon


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Get well soon, buddy!

@DM, Is the Cloakwood anywhere where we might be going? Is this a possible threat to our excursion?


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Yes, the Coast Way cuts right past the Cloakwood on its way south towards Candlekeep. Malaric also learned of some other threats which you likely were around to overhear. Simon may have learned another threat but not sure he would share. ;)

mini-map

Feel free to chat them up further about anything. Will get a scene down the road soon.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Hmm, I am not sure if it is working for everyone else, but it's not showing the map for me.


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Sorry, it was ripped from here...sometimes the image links are only valid for one visitor for whatever technical/security reason.

A more detailed version anyways was posted in the art slides -- Slide 9.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Thanks!


AC18(20) |HP 38/[40]| Str+3 Int+1 Wis+6 Dex+0 Con+2 Cha+2|Init + 0|Percept +6|Insight +6|Invest +4| War Priest Attacks 0/[3] Inspiration [Y] Channel Divinity 1/[1] HD 2/[5] Male Human Doomguide Acolyte of Kelemvor Cleric (War)/5

Apologies all. Should post soonish


AC18(20) |HP 38/[40]| Str+3 Int+1 Wis+6 Dex+0 Con+2 Cha+2|Init + 0|Percept +6|Insight +6|Invest +4| War Priest Attacks 0/[3] Inspiration [Y] Channel Divinity 1/[1] HD 2/[5] Male Human Doomguide Acolyte of Kelemvor Cleric (War)/5

Still here. Latest Test is negative but still beat to hell.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Hang in there! Hope you get better soon!


1 person marked this as a favorite.
Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

Another interesting note is on studded leather, itself. Legal Kimchi has an interesting video on leather armors. I love his stuff!

YouTube Video


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Thanks, cool vid. I am personally fine treating 'studded leather' as a homage to the sword and sorcery movies of the 70s and 80s, letting it be a fantasy thing in other words. I do try to be historically accurate with the structure of regular castles and fortifications though, just because I nerd out on it a bit. Of course Candlekeep will be a giant departure from that reality, however. ;)


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

I like that the studs were actually to hold the internal plates of brigandine... It makes so much more sense! But then again, I would give it a higher AC in that case. ;)

I completely understand though, Krull was formative for me and studded leather...


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Simon wrote:
I have a question - do we believe that Simon travels with his shield not fastened in wild and dangerous areas? And why? .) I absolutely understand the situation with sleep... But here it seems different.

Hey, sorry, yeah I guess I was sort of thinking shield isn't equipped unless you say it is.

edit: I guess I'm also coming from the idea you are a Str 10 noble without shield training, not a strong warrior used to the rigors of such armor. I'd guess even a trained, strong warrior would get tired lugging around a shield for 6+ hours on a humid day. Not trying to be a d*ck though, if its unfair from your perspective we can retcon. Not a big deal to me.


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m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -

For me in general, too. I'd rather want to understand this question for the future .) In games, the logic of fantasy and the real world quite often comes into conflict. For example, in full plate, no one also went to taverns and receptions. And I have serious doubts about long hikes of 16 hours per day.

I accept the idea that it will be hard for Simon, I like it. So he's badly wounded and invisible now.


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Thanks for understanding, on the bright side some good news: your AC isn't only 16 when its equipped. The Shield of the Hidden Lord is actually a +2 shield, so its +4 AC total. You're at 18 AC with it equipped.

I only just learned this playing with it in DnDbeyond, and a bit of internet searching.


m LE half-elf Warlock 5 | HP 47/47, THP 0/8 | AC 14 | Saves: Str 0, Dex +2, Con +2, Int +1, Wis +3, Cha +7 | Perc 10 | Init +2 | DV60' | HD 3/5 | Inspiration - | Talisman 3/3 | Spells 2/2 | Invis +, Spray +, Cloak +, PoP + | -

It's wonderful! Selling the soul (for the second time) has become even a little sweeter )))


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Yeah, its pretty ridiculous, but part of the module. If you weren't making it a part of your character I would have reservations about giving you the normally hard to get proficiency for free...but you playing with it means I get to play with it too. :) Just saying, its legendary power is probably fueling some of that strictness.

On another note, my fantastic summer vacation ends tomorrow. I'll be posting/reading much less, probably going back to one post a day in the evenings until the new work season hustle settles down.


Male human ftr 5 | AC 17 (19) | hp 46/47 | 5 HD (1 used) | Saves S +6, D +2, C +6, I +0, W +1, Ch +1 | Second Wind used [ ] | Inspiration [ ] | Action Surge used [ ] | passive Perception 14

I figure too that we were riding on the road, basically traveling. Even Donal had his shield on his back. It also takes an Action to arm a shield and often ends up using my Action Surge to do, if I want to attack that first round... :(

What I wouldn't give for that magic shield that allows me to arm it as a Bonus Action...

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