The Famous Adventurer's Correspondence School For Heroes

Game Master Antoine Gagnon

Dungeons & Dragons. Play-By-Post. Ghosts of Saltmarsh until we get bored.


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Character Sheet

Baghotir is fascinated, watching Roberts work. Great stuff!

Following Venn's advice, he'll take the more difficult route, and avoid the uncertain painted boards. He won't go too far though - just far enough to get the group this side of the difficulty.

He'll have his hammer out, but down - being as non threatening as he can bristling with weapons and armor.


Map

As per slack... We follow the Spectre.

The hallway widens out into a bare fifty-foot-square chamber. An enormous rotting, walking ogre corpse shambles about. It clutches a large morningstar, dragging it on the stone floor. Two human-sized emaciated, bald humanoids with wicked looking claws look up at you. They hiss and laugh, smacking their lips and waggling long, disgusting tongues at you.

"Well look here! And I thought we'd not get dinner today, either!"

The stench coming from these two makes you all gag as bile rises in your throats.

Standing directly in the exit on the southern wall, effectively blocking it, is a large crystal statue of a minotaur.

ROLL FOR INITIATIVE!

ROUND 1
1. Embers GO!
2. Ghasts
3. Ogre Zombie
4. Baghotir
5. Caelius
6. Alisanne
7. Belwick
8. Spectre
9. Venn

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

Roberts see the large Ogre "Tis a good day!" and gleefully flies out, rapier at the lead.

Target: Ogre
Rapier Atk Roll: 1d20 + 9 ⇒ (12) + 9 = 21
Rapier Dam Roll: 1d8 + 10 ⇒ (1) + 10 = 11

Sneak Attack Damage, if there's a hit
Sneak Atk Dam Roll: 2d6 ⇒ (4, 2) = 6

Bonus: Disengage and move back


Map

The ghasts, unable to control their hunger, charge heedlessly ahead of the other undead in the room...

Claw Vs. Venn: 1d20 + 3 ⇒ (19) + 3 = 22, Claw Vs. Embers: 1d20 + 3 ⇒ (5) + 3 = 8

The Fairy Pirate avoids the swipe, but Venn feels pure evil find a gap in his armor.

Venn takes Slashing: 2d6 + 3 ⇒ (4, 6) + 3 = 13 and needs to make a DC10 Constitution Save or be paralyzed for 10 Rounds. The Save can be repeated at the end of each round.

In addition, the stench from these things is horrid, and both Venn and Embers needs to DC10 Con Save on their next turns or be POISONED.

The ogre takes the Ready action...

ROUND 1
1. Embers HIT
2. Ghasts One HIT
3. Ogre Zombie READY
4. Baghotir
5. Caelius
6. Alisanne
7. Belwick

8. Spectre
9. Venn


Character Sheet

Status:
HP 43/43, AC: 20
Condition: None.
- - -

Baghotir pleads, "Somebody fall back in front, and let me in there, won't you?"

For now, he sheathes his hammer and casts Sacred Flame on one of the ghasts.

Sacred Flame R: 2d8 ⇒ (8, 6) = 14 Dex 15


Map

Dex Save: 1d20 + 3 ⇒ (13) + 3 = 16... MISS, Baghotir.


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

"Spirit, you have been sending some very mixed signals. I think it needs to stop."

Belwick retrieves a piece of sulfur and a small lump of bat guano from his component pouch. He squeezes the two together, rolling them into a pellet. With a flourish he tosses the pellet into the air and shouts, "Kelenta!"

The bead-shaped pellet emits a low roar as it streaks out into the chamber. With a final gesture from Belwick it blossoms into an explosion of flame.
Fireball, DC 15 Dex save: 8d6 ⇒ (5, 3, 2, 2, 4, 4, 5, 2) = 27
This will hit all of the baddies (including the spectre) and none of the heroes

The nobleman then makes a telepathic command to Hobart, asking it to aid Venn by providing a distraction.
Hobart isn't on initiative, but I'd like the familiar to fly at the ghoul fighting Venn, Aid, and then fly back to Belwick.


Map

Dex Save, Ghast 1: 1d20 + 3 ⇒ (1) + 3 = 4, Dex Save, Ghast 2: 1d20 + 3 ⇒ (1) + 3 = 4, Dex Save, Ogre Zombie: 1d20 - 2 ⇒ (5) - 2 = 3, Dex Save, Spectre: 1d20 + 2 ⇒ (15) + 2 = 17

Spectre takes half, but all the others take the full fireball! KABOOM!


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Stay with me, Bimz.

Alisanne then plays a fast and lively tune on her flute, at which eldritch flames erupt around the ghasts and giant.

Fairie Fire, Dex15

Venn, bring the pain!

Bardic Inspiration, +1d6:
For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.

Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.

Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 14) or take thunder damage equal to the number rolled on the Bardic Inspiration die.

Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +4


Map

Dex Save, Ghast 1: 1d20 + 3 ⇒ (1) + 3 = 4, Dex Save, Ghast 2: 1d20 + 3 ⇒ (3) + 3 = 6, Dex Save, Ogre Zombie: 1d20 - 2 ⇒ (7) - 2 = 5

Three failures. All targets are lit up with Faerie Fire.


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

"Step aside!" Caelius leans inot his shield as he tries to shove the undead back and open the room up.

Shove: 1d20 + 7 ⇒ (2) + 7 = 9

But he gets stuck behind Embers.

Status:

HP 40/40
AC 17 (+2 (19) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 2/4


Map

STR: 1d20 + 3 ⇒ (10) + 3 = 13

ROUND 1
1. Embers HIT
2. Ghasts One HIT
3. Ogre Zombie READY
4. Baghotir SACRED FLAME
5. Caelius SHOVE
6. Alisanne FAERIE FIRE, INSPIRE
7. Belwick FIREBALL
8. Spectre DOUBLE MOVE
9. Venn Con Save then Con Save then GO!

The spectre starts flying towards the party, then moves north through the wall. A few seconds later, it emerges behind Belwick!


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

CON 1: 1d20 + 2 ⇒ (5) + 2 = 7
CON 1: 1d20 + 2 ⇒ (9) + 2 = 11

Venn freezes at the worst possible time. He doesn't throw up either, but it's hard to tell if it's because he resisted the stench, or his muscles don't work.

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

Roberts is visibly frustrated the the ghast blocks her way to the Ogre. There's always so much satisfaction in taking down something so much bigger than her... but sacrifices must be made and so she stabs at the ghast and makes some space before any retaliation.

Target: lower ghast
Rapier Atk Roll: 1d20 + 9 ⇒ (7) + 9 = 16
Rapier Dam Roll: 1d8 + 10 ⇒ (6) + 10 = 16

Sneak Attack Damage, if there's a hit
Sneak Atk Dam Roll: 2d6 ⇒ (1, 1) = 2

Bonus: disengage and move


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"You can run...." A quick spell to mark the foe before him

"But you can't hide." and a massive swing of the greatsword:
ATK: 1d20 + 8 ⇒ (7) + 8 = 15 for DMG: 2d6 + 5 + 1d6 ⇒ (4, 1) + 5 + (6) = 16 Style: 1d6 ⇒ 6 for 21 DMG if hit

"and I will destroy you."
ATK: 1d20 + 8 ⇒ (15) + 8 = 23 for DMG: 2d6 + 5 + 1d6 ⇒ (1, 5) + 5 + (5) = 16 Style: 1d6 ⇒ 3 for 18 DMG if hit


Map

Con Save: 1d20 + 3 ⇒ (13) + 3 = 16

Venn chokes down the bile rising at the stench, and cuts both ghasts to ribbons! Severed ghast covers the floor, the wall, Embers and Venn.

Embers darts out, her enthusiasm renews as she sees she can, in fact, attack the Ogre again.

The Ogre, heedless of the Faerie Fire, shambles in and swings at Venn.

Morningstar: 1d20 + 6 ⇒ (13) + 6 = 19, it connects and Venn feels Piercing Damage: 2d8 + 4 ⇒ (2, 8) + 4 = 14... Like he's been hit by a tree. A spikey tree.

ROUND 2
1. Embers HIT
3. Ogre Zombie HIT
4. Baghotir GO
5. Caelius GO
6. Alisanne GO
7. Belwick GO

8. Spectre TBD
9. Venn TBD


Map

Embers Had Advantage: 1d20 + 9 ⇒ (10) + 9 = 19 Hit no crit.


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Startled by the spectre's appearance, Alisanne shouts out a quick Command.

HALT!, Wis15


Map

Alisanne's spell has no effect! The creature turns ghostly, furious eyes on her and Belwick!


Character Sheet

Status:
HP 43/43, AC: 20
Condition: None.
- - -

Still unsure if the spectre is a hostile, but knowing the ogre zombie is, he charges in the hole conveniently made, he believes, for him!

He attacks the most wounded ghast, or the northern one if he's uncertain.
Warhammer (magic): 1d20 + 8 ⇒ (8) + 8 = 16 or advantage: 1d20 + 8 ⇒ (18) + 8 = 26

damage B: 1d8 + 5 ⇒ (2) + 5 = 7


Map

A HIT! Baghotir strikes meat and bone, hearing the latter snap!

Bloodied in the old parlance of the 4th Age.


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

Should probably also pick up a reach weapon for the future.

Caelius keeps trying to shove past, but much to his surprise an undead behemoth stands in his path, straining his muscles further.

Shove: 1d20 + 7 ⇒ (7) + 7 = 14

Status:

HP 40/40
AC 17 (+2 (19) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 2/4


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

Belwick sends a telepathic command to Hobart, who flies towards the spectre and flaps its wings before flying away. Aid action for Belwick, then fly out of melee range using Flyby

The nobleman follows this up with a whispered word, disappearing from the shade's reach and leaving a path for Caelius to engage. Misty Step

He also gestures at the spectre with a pointed finger and weaves another spell. A bolt of fire bursts from the tip of his index finger, lancing towards them.
Fire Bolt vs Spectre: 1d20 + 7 ⇒ (17) + 7 = 24 OR Fire Bolt vs Spectre: 1d20 + 7 ⇒ (18) + 7 = 25
Damage (Fire): 2d10 ⇒ (9, 8) = 17


Map

Belwick's firebolt is resisted--this is a creature who is only energy at this point, YET... The Magic nearly erases it from existence. It clings to un-life and... It comes for Belwick.

1d20 + 4 ⇒ (7) + 4 = 11... Belwick is JUST able to avoid the life draining grasp of the grave!

ROUND 2
1. Embers HIT
3. Ogre Zombie HIT
4. Baghotir HIT
5. Caelius SHOVE/FAIL
6. Alisanne CAST SPELL
7. Belwick FIREBOLT
8. Spectre MISS
9. Venn GO


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"Give Kyuss my regards. The name is Venn." His own name is more a seething exhale as he swings his magical greatsword.

ATK 1 with Mark: 1d20 + 8 ⇒ (9) + 8 = 17 for DMG: 2d6 + 7 + 1d6 ⇒ (4, 2) + 7 + (6) = 19
ATK 1: 1d20 + 8 ⇒ (1) + 8 = 9 MISS


Map

Constitution Save: 1d20 + 4 ⇒ (6) + 4 = 10

Venn Brings down the Ogre Zombie!


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Venn leaps over the body so quickly that he steps on it before it fully slumps to the ground. "Remember my name spectre, and tell'em who sent you to hell."

ATK: 1d20 + 8 ⇒ (11) + 8 = 19 for DMG: 2d6 + 7 ⇒ (4, 2) + 7 = 13

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

"Let us end this!" ... Roberts dives in and out.

Target: Spectre
Rapier Atk Roll: 1d20 + 9 ⇒ (7) + 9 = 16
Rapier Dam Roll: 1d8 + 10 ⇒ (4) + 10 = 14

Bonus: Disengage

Sneak Attack Damage, if there's a hit
Sneak Atk Dam Roll: 2d6 ⇒ (1, 2) = 3


Map

Roberts doesn't get the chance. Venn's enchanted blade severs this poor soul's hold on it's un-life. The party stands victorious... For now.

Each Adventurer earns 258 Experience Points!

Aside from a rusty ancient morningstar there is no treasure to speak of.

This chamber is bare, except for the large crystal Minotaur blocking the exit to the south.


Character Sheet

"Well, all right! Little weasels didn't stand a chance!" he kicks the ogre.

He'll go take a look at the statue, and try to see if there's a way to shift it.

Perception?: 1d20 + 4 ⇒ (12) + 4 = 16


Map

The party enters the chamber, led by Baghotir who intends on examining the statue and... OH NO IT'S ALIVE! ALLLIIIIIIIVVVVVEEEE!

Ahem. Initiative.

The Minotaur, completely inert until Baghotir makes it about halfway over to it, comes to life and moves right to him with clear, murderous intent.

Gore!: 1d20 + 7 ⇒ (7) + 7 = 14 MISS
Crystal Greataxe: 1d20 + 7 ⇒ (12) + 7 = 19, and Crystal Greataxe: 1d20 + 7 ⇒ (10) + 7 = 17 BAGHOTIR STANDS READY and either blocks or sidesteps all the attacks!

That was Round 1. The entire party was surprised.

ROUND 2!
1. Alisanne
2. Baghotir
3. Embers

4. Crystal Minotaur
5. Belwick
6. Venn
7. Caelius


Character Sheet Human Bard 6 (HPs 42/52) | Init +4 | Passive Perc 17; Invest. 12; Insight 12 AC 15 | Saves: Str +0; Dex +6; Con +6; Int +1; Wis +1; Cha +7 | Inspiration 0/1

Alisanne plays a quick jig on her flute, conjuring eldritch flame to engulf the minotaur.

Fairie Fire, Dex15


Map

1d20 - 1 ⇒ (2) - 1 = 1

BRILLIANT LIGHT FLOODS THE ROOM AS THE FAERIE FIRE IS REFRACTED ALL AROUND!


Character Sheet

Status:
HP 43/43, AC: 20
Condition: None.
- - -

Baghotir rushes around the back of the thing, to draw it's attention and to setup a flank. He swings hard!
Warhammer (magic): 1d20 + 8 ⇒ (3) + 8 = 11 or Advantage: 1d20 + 8 ⇒ (18) + 8 = 26
damage B: 1d8 + 5 ⇒ (2) + 5 = 7

Though the great beast missed him, he's uneasy about the strength of those arms, so he swings again with his bonus action!
Warhammer (magic): 1d20 + 8 ⇒ (12) + 8 = 20 or Advantage: 1d20 + 8 ⇒ (19) + 8 = 27
damage B: 1d8 + 5 ⇒ (4) + 5 = 9

Yeah, I think flank is not a thing, but old habits die hard...

"Nice Faerie Fire!" Baghotir shouts as his blows connect.


Map

The hammer strikes! Hitting and causing damage but with the first strike, shards of razor sharp crystal shrapnel shoot out and rip into your exposed skin!

2d10 ⇒ (3, 10) = 13 Damage, no save or dodge!

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

The large creature is the perfect range and so as her MO, Roberts turns into a bright red arrow towards the minotaur.

Target: Attack w/ Adv
Rapier Atk Roll: 1d20 + 9 ⇒ (3) + 9 = 12
Rapier Atk Roll: 1d20 + 9 ⇒ (10) + 9 = 19
Rapier Dam Roll: 1d8 + 10 ⇒ (2) + 10 = 12

Bonus: Disengate

Sneak Attack Damage, if there's a hit
Sneak Atk Dam Roll: 2d6 ⇒ (4, 4) = 8


Map

Embers HITS.

The Crystal Minotaur turns back to Baghotir, unwilling or unable to drop its defenses and move away.

Gore: 1d20 + 7 ⇒ (8) + 7 = 15, Crystal Axe: 1d20 + 7 ⇒ (11) + 7 = 18 and Crystal Axe: 1d20 + 7 ⇒ (1) + 7 = 8 But the Dwarf is too tricky for the lumbering crystal creature to easily hit!

Faerie Fire continues to refract and pulse everywhere.

Rest of the Party can GO!

ROUND 2!
1. Alisanne FAERIE FIRE
2. Baghotir HIT, HIT
3. Embers, HIT
4. Crystal Minotaur MISS x 3!
5. Belwick GO
6. Venn GO
7. Caelius GO


Human Noble Wizard 6 (HP: 29/32) | Init +2 | AC 12 (15 w/Mage Armor) | Passive Perc 10; Invest. 14; Insight 10 | Saves: Str -1; Dex +2; Con +1; Int +7; Wis +3; Cha +2 | Inspiration 1/1 | Buffs: Mage Armor | Character Sheet

With the crystal minotaur limned helpfully in dim light, Belwick repeats his spell from before and hurls fire magic at the construct.
Fire Bolt vs Minotaur: 1d20 + 7 ⇒ (8) + 7 = 15 OR Fire Bolt vs Minotaur: 1d20 + 7 ⇒ (10) + 7 = 17
Damage (Fire): 2d10 ⇒ (2, 7) = 9


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

Caelius moves up opposite Baghotir as he sweeps his heavy blade across the crystalline surface. He squints his eyes as he is nearly blinding himself by the shiny disco-ball.

Longsword of Kord: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Crit Damage: 1d8 ⇒ 5

Longsword of Kord: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Status:

HP 49/49
AC 17 (+2 (19) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 4/4


Map

Belwick and Caelius both hit!

Caelius, that attack was at advantage, so you rolled 20 and 1. (take the 20 obvs). Make a second attack roll--you still have advantage. Roll twice and take the higher.

Crystal Shards fly in Caelius' face... 2d10 ⇒ (10, 9) = 19 damage, no save.

Venn is up!


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

Venn turns his attention to the strange crystalline monstrosity. Blade still wet with the gore of the undead, he fashions his Hunter's Mark for the minotaur:

FF ATK 1: 1d20 + 8 ⇒ (16) + 8 = 24 for DMG: 2d6 + 5 + 1d6 ⇒ (5, 2) + 5 + (4) = 16
FF ATK 1: 1d20 + 8 ⇒ (13) + 8 = 21

Concentration after shards: 1d20 + 2 ⇒ (10) + 2 = 12

FF ATK 2: 1d20 + 8 ⇒ (17) + 8 = 25 for DMG: 2d6 + 5 ⇒ (5, 5) + 5 = 15
FF ATK 2: 1d20 + 8 ⇒ (16) + 8 = 24


Human Fighter 6 | HP 58/58 | AC 19 | Init +2

Longsword of Kord: 1d20 + 7 ⇒ (3) + 7 = 10
Advantage Roll: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Map

Venn and Caelius batter the crystal minotaur with strike after strike. Crystal shards break off with every blow.

[ooc]Good and truly Bloodied.[/b]

ROUND 3
1. Alisanne TBD
2. Baghotir TBD
3. Embers, TBD

4. Crystal Minotaur TBD
5. Belwick TBD
6. Venn TBD
7. Caelius TBD

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

Embers sees no reason to alter her tactics ... matter of fact she considers this the perfect scenario and starts to hum a shanty to herself as she moves, strikes, and dodges out.

Target: Minotaur
Rapier Atk Roll: 1d20 + 9 ⇒ (16) + 9 = 25
Rapier Atk Roll: 1d20 + 9 ⇒ (20) + 9 = 29
Rapier Dam Roll: 1d8 + 10 ⇒ (4) + 10 = 14

Bonus: Disengage

Sneak Attack Damage, if there's a hit
Sneak Atk Dam Roll: 2d6 ⇒ (3, 6) = 9


Character Sheet

Status:
HP 30/43, AC: 20
Condition: None.
- - -

Baghotir plants himself and tries to finish the creature with another blow, though he suspects it'll take more than that!

Warhammer (magic): 1d20 + 8 ⇒ (17) + 8 = 25 or Advantage: 1d20 + 8 ⇒ (17) + 8 = 25
damage B: 1d8 + 5 ⇒ (7) + 5 = 12

Grand Archive

Female Fairy Rogue Swashbuckler (4) /Duelist Fighter (1) | HP 39 | Init +8 | AC 17 | Passive Per 14

Crit Damage: 1d8 + 2d6 ⇒ (7) + (2, 2) = 11


Map

The crystal minotaur's weakness shows--it's slow. The relentless assault is too much for the construct. It is Embers who notices a fault line in the creature's chest and she darts toward it like a lance. It finds the flaw, and the force of the blow shatters the crystal beast. It crumbles, chunks of crystal scattering like leaves.

Each adventurer earns 383 Experience Points!

There is no treasure or anything else in this room, but with the Minotaur statue defeated, the way south is open. The passes wind, and you find yourselves at a crossroad... Two passages lead North, one south. A door, just to the north, leads west.

Map Updated.


Character Sheet

"Odd spot for a door. Feels like a trap." Baghotir takes a look at the north door leading west.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

He doesn't touch anything though, until the others catch up.


Flan Guide (HP via Roll20) | Init +1 | Passive Perc 16; Invest. 12; Insight 12 AC 14 | Saves: Str +5; Dex +3; Con +2; Int +2; Wis +2; Cha +0 | Inspiration 0/1 Mad Mardigan's Cheat Sheet | D&D Beyond

"Wait Baghotir. Give me a moment." Venn takes a moment and turns his greatsword into a support as he kneeels down. "Summoner, help me clear my mind so that I may be aware of others who owe debt to Kyuss."

Venn then clears his mind and spirit to extend a primeval awareness.... one that tells him if there are more undead within a mile...


Map
Venn Greenbough wrote:

"Wait Baghotir. Give me a moment." Venn takes a moment and turns his greatsword into a support as he kneeels down. "Summoner, help me clear my mind so that I may be aware of others who owe debt to Kyuss."

Venn then clears his mind and spirit to extend a primeval awareness.... one that tells him if there are more undead within a mile...

Venn... You sense the presence of The Un-Dead.

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