The Tales of Suiviri -- The World of the Halo (Inactive)

Game Master Sebecloki


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Keeper Brin wrote:
...

Keeper Brin: Survival Track:
Brin does not seem to be able, despite his best efforts, to detect or keep up with the goblin tracks that their erstwhile Bugbear companion appears to be tracing.

Jiminy Hargrove wrote:

...

Jimminy Hargrove:
Jimminy quickly detects the curious tracks of several large, snake-like creatures in the undergrowth.

Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17
Sebecloki wrote:
Jiminy Hargrove wrote:

...

** spoiler omitted **

Heeding the warning of Grimmuckk, Jiminy and Figgy make their way back to the party, taking care to see if he can ascertain the number of them as well as wrack his brain for information about what kind of creatures they could be. His bow remains in hand, three arrows pulled from the quiver and ready to let loose in quick succession. He kneels down next to his drake companion and speaks in the softest whisper to her in Draconic.

”We’ll make our way back to the group. It’s important that they be warned about what’s coming. If something happens to find us out, you don’t stay back with me. You keep on to the group and make sure they know to be alert. I’ll draw them off and circle back when…..and if I can. Don’t be stubborn either. You hear me?”

He reaches into his tunic and produces a small whistle hanging from a chain and makes sure it’s in easy reach to grab in case he needs to alert the group to trouble.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10


Female Human Female Bard 3 Adept 2 | hp 34/55 AC 18 | Fatigue 0/7 Strife 0/7 Spells Slots: 1 (3/4), 2 (1/2) Art Specialty Percussion Intrepid 1/1 (s) Inexorable Concentration 3/3 (l) Trampling Charge 1/1 (s) Bardic Inspiration 2/5 (s) Rallying Speaker 0/1 (l) Fate Points (2/3) Hand Crossbow Bolts (40/40) Inspiration 0, Concentration: Enhance Ability (Cat's Grace) on Jiminy

"So, what do you call a goblin with an injured leg?"

beat, beat

"A hoblin' goblin!"

Just a sample of some of Lucky's goblin jokes.

Horizon Hunters

Female High Elf Warlock 5 | AC 19 | HP 60 | STR +4 DEX +5 CON +5 INT +9* WIS +7* CHA +2 | Init +4; Senses darkvision 120 feet magical darkness; Perception +6 | Spell Points 10/10 | Misty Step 1/1 | Prof Bonus +3

Is that supposed to be funny, Lucky?
Aeleni quirks an eyebrow at Lucky.
I suppose this is some sort of regional human humor then. Curious. Perhaps in time i'll be able to learn and understand it. Keep on with it please.

She suddenly stops, pointing forward.
What's Jiminy doing there? I can't say whether he is scolding his drake or telling him goodbye forever..What do you think? Lucky, Keeper Brin? It looks kinda serious.


Jiminy Hargrove wrote:
Sebecloki wrote:
Jiminy Hargrove wrote:

...

** spoiler omitted **

Heeding the warning of Grimmuckk, Jiminy and Figgy make their way back to the party, taking care to see if he can ascertain the number of them as well as wrack his brain for information about what kind of creatures they could be. His bow remains in hand, three arrows pulled from the quiver and ready to let loose in quick succession. He kneels down next to his drake companion and speaks in the softest whisper to her in Draconic.

”We’ll make our way back to the group. It’s important that they be warned about what’s coming. If something happens to find us out, you don’t stay back with me. You keep on to the group and make sure they know to be alert. I’ll draw them off and circle back when…..and if I can. Don’t be stubborn either. You hear me?”

He reaches into his tunic and produces a small whistle hanging from a chain and makes sure it’s in easy reach to grab in case he needs to alert the group to trouble.

[dice=Stealth] 1d20+7

Figgy's exploration of the Emerald Scale Forest's dense undergrowth does not continue for very many minutes before the diminutive dragon finds itself face to face with hour large snakes -- each of the sibiliant predators appears to be some 15ft in length. They are each covered in brightly-hued scales of many colors. They hiss in unison at Figgy as he confronts them.


Shasta Lux "Lucky" wrote:

"So, what do you call a goblin with an injured leg?"

beat, beat

"A hoblin' goblin!"

Just a sample of some of Lucky's goblin jokes.

The bugbear reacts with an involuntary chuckle -- despite its wariness towards the outsiders in the forest, Shasta has managed to pluck the hulking brute's funny bone.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Jiminy raises his bow to fire over Figgy’s back and cover the dragon’s dash towards the group. He hesitates for only a second before realizing he is outmatched and with likely nowhere to get away from them. He brings the whistle to his mouth before nocking an arrow and blows it.

If initiative is rolled he’ll fire one arrow at initiative. First round he’ll use his action to cover Figgy’s escape with the Covering Fire martial maneuver.


male Male Halfling Cleric-Healer 5 | HP 55/55 | AC 20 | Spd 40 ft| Init +5, Perc +5, darkvision 30', telepathy 30' | Str +2 Dex +5 Con +6* Int +2 Wis +8* Cha +6*; fearless | Spells 4/3/3 | Misty Step 1/1 Hideous Laughter 1/1 | Channel 1/1 Better than Cure 3/3

Keeper Brin looks up to Aeleni. "Perhaps your greater height and the legendary gifted eyes of your people grants you vision beyond what one such as me can discern, but I lost sight of Jiminy when he descended into the undergrowth to scout our outskirts as we follow the tracks. I do hope he doesn't run into any trouble..."


We'll say Jimminy is a few hundred yards ahead of the rest of the group -- within calling distance, but not sight in the dense undergrowth. The snakes aren't immediately attacking -- Jimminy will have to roll Initiative if he wants to start a combat. Currently, the snakes are just hissing aggressively at Figgy.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Are they humanoid snake creatures or just large natural snakes? Do they seem poisonous or constrictors and are they something Jiminy knows anything about? Perhaps he knows a way to fascinate them or cow them?

Jiminy’s knuckles whiten as he grips the stave of his bow, appraising his situation and how long it would take for help to arrive. He slowly begins stepping towards a spot where he would not be surrounded by them, aiming to position himself between the serpents and his party, preferring to have his back to help rather than the unknown.

He speaks out very loudly, hoping his voice will carry far enough. ”Figgy…no panicking…..let’s just see if we can keep our calm until we get help a little closer…just take it easy girl….but if they strike out I want you to break and run to the party….I’ll cover you girl…..easy now….”

Animal Handling: 1d20 + 7 ⇒ (16) + 7 = 23 to deter the snakes from attacking

Horizon Hunters

Female High Elf Warlock 5 | AC 19 | HP 60 | STR +4 DEX +5 CON +5 INT +9* WIS +7* CHA +2 | Init +4; Senses darkvision 120 feet magical darkness; Perception +6 | Spell Points 10/10 | Misty Step 1/1 | Prof Bonus +3

Aeleni looks to Keeper Brin, then back to the thick forest.
Uhm, yes. For a moment i thought i saw him there, but it's only bushes it seems. Or did something move there? I'm not sure. Either way, let's hurry and go on. I think we should have heard back from him a while ago.

With this she tries to lead the way herself to catch up with the 2 scouts.


Jiminy Hargrove wrote:
...

They're large natural snakes. You'll need to make some kind of knowledge/lore check to identify their specific genus.

The snakes appear to be mollified for the moment... but how long Jimminy's handling will hold out against their predatory nature is uncertain.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Assuming Nature is appropriate he has expertise in Beast Lore

Nature Beast Lore: 1d20 + 1d4 + 6 ⇒ (9) + (2) + 6 = 17


Female Human Female Bard 3 Adept 2 | hp 34/55 AC 18 | Fatigue 0/7 Strife 0/7 Spells Slots: 1 (3/4), 2 (1/2) Art Specialty Percussion Intrepid 1/1 (s) Inexorable Concentration 3/3 (l) Trampling Charge 1/1 (s) Bardic Inspiration 2/5 (s) Rallying Speaker 0/1 (l) Fate Points (2/3) Hand Crossbow Bolts (40/40) Inspiration 0, Concentration: Enhance Ability (Cat's Grace) on Jiminy

Lucky starts to compose a retort to Aeleni's lack of appreciation for her humor, but then she hears a signal whistle from where some of the others are staring, wondering where Jiminy and the big guy are.

Lucky checks that her bolt is still properly loaded on her hand crossbow and begins to advance through the brush as fast as the plants will allow, going toward the sound of the whistle. "Let's go!" she says.

She moves surprisingly fast. Speed = 40 feet.


Jiminy Hargrove wrote:
...

Jiminy Hargrove:
Jimminy is unfortunately unable to identify the serpentine creatures.

In case anyone's waiting on me -- I'm waiting to see if anyone's attacking to roll initiative. The snake creatures aren't currently attacking -- they seem to be guarding a perimeter of some sort.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

In Jiminy’s scouting does it seem like our route to our destination lies unavoidably through the territory of these snakes?


Jiminy Hargrove wrote:
In Jiminy’s scouting does it seem like our route to our destination lies unavoidably through the territory of these snakes?

Yes -- the goblins too a really zig-zag route, but the area the Bugbear referred to as their territory covers that route.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Jiminy is going to continue to stall and continue to back slowly away from the snakes with Figgy. He'll let the whistle drop from his lips and dangle at the "V" where his collarbones meet the neck. He positions his feet for a quick sprint to a more tactical position or in escape if needed. He hopes that his companions heard his alert. Using an exertion to activate his Swift Stance maneuver. Remaining exertion 8/9 and current speed = 35'


Female Human Female Bard 3 Adept 2 | hp 34/55 AC 18 | Fatigue 0/7 Strife 0/7 Spells Slots: 1 (3/4), 2 (1/2) Art Specialty Percussion Intrepid 1/1 (s) Inexorable Concentration 3/3 (l) Trampling Charge 1/1 (s) Bardic Inspiration 2/5 (s) Rallying Speaker 0/1 (l) Fate Points (2/3) Hand Crossbow Bolts (40/40) Inspiration 0, Concentration: Enhance Ability (Cat's Grace) on Jiminy

I'm assuming Lucky can reach Jiminy and Figgy in what would be a few rounds in melee. Let me know if she has to make any rolls along the way.

Lucky catches sight of Jiminy poised for a fight and slows her advance, looking past the ranger. "What's wrong?" she whispers as she gets close.

Please let us know the details of things like the "knowledge lore check," since it is up to the narrator to specify the details like whether we can add an ability mod like wisdom or intelligence. I'll make this a wisdom based nature skill roll to identify them.

Nature, wisdom, proficiency: 1d20 + 3 + 3 ⇒ (1) + 3 + 3 = 7

Lucky is completely unfamiliar with whatever is putting Jiminy en guarde.


Shasta Lux "Lucky" wrote:
...

Shasta Lux:
Shasta can recall no useful information, despite scouring her mind for this knowledge.

male Male Halfling Cleric-Healer 5 | HP 55/55 | AC 20 | Spd 40 ft| Init +5, Perc +5, darkvision 30', telepathy 30' | Str +2 Dex +5 Con +6* Int +2 Wis +8* Cha +6*; fearless | Spells 4/3/3 | Misty Step 1/1 Hideous Laughter 1/1 | Channel 1/1 Better than Cure 3/3

Keeper Brin had just returned his attention to observing the bugbear's tracking When he hears the whistle blow. It takes a moment from the process what it is, but as Lucky takes off of the sprint, Brin hastily rushes to catch up to her before slowly his pace to match her own (his base move is 40 ft, but he doesn't want to outdistance her).

Brin draws his bow as they move forward, hoping they will come upon their new ally alive and well. Brin will slow as his sight breaks through the foliage and sees the scene.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Keeper Brin wrote:
...

Keeper Brin:
And has a branch whip in front of his face, obscuring almost everything but some vague sense that Jimminy and his drake companion are not alone.

Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

As his companions begin to emerge in the small clearing, he waves them back a couple paces as he slowly backs himself, step by step.

”Easy where you step. There’s four of them that I can tell. Big bastards too. Haven’t encountered them before, so I can’t tell whether their bite carries any venom. Either way they’re obviously protecting something and it seems our route lies in their territory.”

We’ve got a decision to make. Either we hope they let us back away and figure out a long way around, or we put this lot down and hope there aren’t a whole heap more where they came from. Where’s Grimmuckk at? He seems to know more about these damned things.”

The whole time he speaks Jiminy is maintaining eye contact with the serpents, meeting their gaze and (rolling over his animal handling check) cowing them to inaction for the time being. His outward demeanor is calm, but those perceptive or insightful enough would notice the bead of sweat on his forehead and the white knuckled grip he has on his bow.

”If this comes to blows, I’ll let loose a volley and then try to draw their attention in melee so you can pick them apart from a distance”

Horizon Hunters

Female High Elf Warlock 5 | AC 19 | HP 60 | STR +4 DEX +5 CON +5 INT +9* WIS +7* CHA +2 | Init +4; Senses darkvision 120 feet magical darkness; Perception +6 | Spell Points 10/10 | Misty Step 1/1 | Prof Bonus +3

Nature: 1d20 + 8 ⇒ (5) + 8 = 13

Slighty panting and stopping right in time before she runs into the serpents, Aeleni arrives as well.

That must be those snakes Grimmuk has been talking about. she states the obvious.

Perhaps they have a nest in that direction. We could just walk around and find the trail again afterwards.


Female Human Female Bard 3 Adept 2 | hp 34/55 AC 18 | Fatigue 0/7 Strife 0/7 Spells Slots: 1 (3/4), 2 (1/2) Art Specialty Percussion Intrepid 1/1 (s) Inexorable Concentration 3/3 (l) Trampling Charge 1/1 (s) Bardic Inspiration 2/5 (s) Rallying Speaker 0/1 (l) Fate Points (2/3) Hand Crossbow Bolts (40/40) Inspiration 0, Concentration: Enhance Ability (Cat's Grace) on Jiminy
Keeper Brin wrote:
Keeper Brin had just returned his attention to observing the bugbear's tracking When he hears the whistle blow. It takes a moment from the process what it is, but as Lucky takes off of the sprint, Brin hastily rushes to catch up to her before slowly his pace to match her own (his base move is 40 ft, but he doesn't want to outdistance her).

Lucky's movement is also 40 feet, so Brin would not need to slow his pace on her account.

"I'm just a minstrel, so I'll go with what you think is best. If we can fight these things and keep moving, it may be best for the hostage we are hoping to save. If we try to go around we may just encounter more of them, and we may also lose the trail of the goblins, causing more delays."

If we are going to fight, Lucky should be given a few rounds to activate some helpful bardic effects like Bardic Inspiration to give combatants a d6 die that can be added to one roll made within the next minute. Then she has some options like Battle Hymn, which would give one PC the benefit that any creature that attacks him/her/them does so with disadvantage. Or she could enhance one ability of one PC so that any rolls based on that ability gain advantage for the next hour. Or she can cast Faerie Fire on all targets in a 20 foot area, which gives any attacks against a glowing creature; the creatures get a Dex save to avoid (DC 15). Other than the Bardic Inspiration, she can only use one of these options at a time, since each requires concentration. She has other options she can use to provide buffs in combat, based on some of her feats and character features.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Jiminy let’s a slow and contemplative breath flow completely through his nostrils, and for several seconds just pauses even his breathing as he weighs the group’s options. We’re he to have taken on this task alone, he would have been forced to back away and try another route. But he wasn’t alone and there was the girl to consider. She couldn’t afford any more dalliances on their part. His eyes remained locked on the snakes as he spoke back to the group.

The girl can’t wait for us to mill around the woods all day. I don’t like it any more than the next, but we need to push through. Take a second to ready yourselves. Shasta, I’m going to try and group them up as best I can. If you have something that will give us all a better chance at hitting them, that’d be great, but otherwise on the count of 15 I’m kicking this party off.

Jiminy will try to maneuver the creatures to get as many grouped up as he’s able. An arrow remains nocked and familiar fingers curl around it, ready to fire the second the action starts.

Shasta faerie fire in this instance makes a lot of sense. I’ve worded my post to give us about 3 rounds to ready, so whatever else you want to do in that time to buff. But I imagine the second hostile action is taken we’re going to turn based action.


Briggmukk grunts with evident disdain at Jimminy's pronouncement,

"I told you woodsmen! The snake demons' territory is in the way of the goblins. They run off any that try to come into their hunting grounds. They do not stray far from this place -- the legends of my tribe are that they guard an ancient temple or tomb."


Female Human Female Bard 3 Adept 2 | hp 34/55 AC 18 | Fatigue 0/7 Strife 0/7 Spells Slots: 1 (3/4), 2 (1/2) Art Specialty Percussion Intrepid 1/1 (s) Inexorable Concentration 3/3 (l) Trampling Charge 1/1 (s) Bardic Inspiration 2/5 (s) Rallying Speaker 0/1 (l) Fate Points (2/3) Hand Crossbow Bolts (40/40) Inspiration 0, Concentration: Enhance Ability (Cat's Grace) on Jiminy

Lucky begins to sing a sequence of clear high notes while looking first at Jiminy. He feels a boost in his confidence, sensing the music of the spheres carrying his actions forward, watching for a way to help him in the fight to come. The notes play in his mind, harmonizing with his actions.

This is Lucky expending one use of her Bardic Inspiration to give Jiminy a d6 that he can use as follows: Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the Narrator says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

If nothing interrupts her, she will repeat this action while directing her magical music at Aelani. She feels the same surge of confidence. Expending another use of bardic inspiration to give Aelani a d6 die to use as above.

How many of the snakes are in a 20 foot area? Lucky may cast Faerie Fire on them if she can get at several at once. Otherwise she would like to cast Enhance Ability on Jiminy, boosting either Strength or Dex, whichver ability he uses more in combat. Then she'll be ready for the fight to begin.


male Male Halfling Cleric-Healer 5 | HP 55/55 | AC 20 | Spd 40 ft| Init +5, Perc +5, darkvision 30', telepathy 30' | Str +2 Dex +5 Con +6* Int +2 Wis +8* Cha +6*; fearless | Spells 4/3/3 | Misty Step 1/1 Hideous Laughter 1/1 | Channel 1/1 Better than Cure 3/3

Having finally cleared the branches from his face and hair, he takes stock of the giant snakes before them and the contemplations of his allies. 'Blast it all, this is an unnecessary delay, he thinks to himself.

As the woodsman and the minstrel concoct a plan, Brin leans forward toward Jiminy. "I too can grant you a blessing, one that will make you fast as a mountain's wind, keep you beyond their bite, and help your blade strike swiftly." Brin begins in simple, rhythmic chant, a pale blue light infusing from his hand into Jiminy.

Haste (Jiminy):

Duration:Concentration ( 1 minute )
Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action.

His blessing delivered to Jiminy, Keeper Brin keeps his bow in his left hand while he works another incantation. Calling on the light of Tamarra, he summons forth a glowing ethereal silver scimitar into the air, waiting nearby to be directed to strike at a foe.

Spiritual Weapon:

Duration:1 minute
You create a floating, incandescent weapon with an appearance of your choosing and use it to attack your enemies. On the round you cast it, you can make a melee spell attack against a creature within 5 feet of the weapon that deals force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on subsequent turns until the spell ends, you can move the weapon up to 20 feet and make another attack against a creature within 5 feet of it.


I assume everyone's done with pre-combat prep now. I'm going to go ahead and roll for everyone to move this along unless someone's super offended by my doing so.

Keeper Brin: Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Shasta Lux: Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Jimminy Hargrove: Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Aeleni: Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

Monster: Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

Round 1:

Aeleni

Monsters
Jimminy + Drake
Brin
Shasta

The bugbear is letting you fight. Yeah, he's not a great help.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Since Initiative is ability check that ordinarily uses Dexterity as the ability score, Jiminy would have advantage on the check from Enhance Ability. Doesn’t seem to change anything though. Worth a shot.

Advantage Initiative: 1d20 + 5 ⇒ (16) + 5 = 21


I'm going ahead and moving the monsters to where they're going on their turn and rolling their to hit; I'll adjust if anything Aeleni does modifies that.

Four of the horrific monsters slither and creep up on scaly coils and eight spider-like legs. Two flank Jimminy, and another pair his drake companion. Each attacks with a vicious bite/

1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 6 ⇒ (2) + 6 = 8

Wow, what terrible roles, they all miss by quite a bit.

Horizon Hunters

Female High Elf Warlock 5 | AC 19 | HP 60 | STR +4 DEX +5 CON +5 INT +9* WIS +7* CHA +2 | Init +4; Senses darkvision 120 feet magical darkness; Perception +6 | Spell Points 10/10 | Misty Step 1/1 | Prof Bonus +3

Aeleni, seeing how the creatures are turning hostile after all and seeing no way to stop Jiminy now, draws both her hand crossbows and opens fire on one in his path, moving a bit to the right.

Hand Crossbow +1: 1d20 + 11 ⇒ (18) + 11 = 291d6 + 6 + 5 ⇒ (5) + 6 + 5 = 16
Hand Crossbow +1: 1d20 + 11 ⇒ (2) + 11 = 131d6 + 6 + 5 ⇒ (1) + 6 + 5 = 12

Hand Crossbow: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 + 5 ⇒ (3) + 6 + 5 = 14
Hand Crossbow: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 + 5 ⇒ (6) + 6 + 5 = 17

Dual Wielding pact weapons with crossbow expertise, fighting style archery and Sharpshooter, so no range band. +5 is necrotic damage. I wonder if this could actually be combined with eldritch blast.

And of course 2 1s! Do i get advantage because the spidersnakes are surprised or flatfooted?


Aeleni wrote:

Aeleni, seeing how the creatures are turning hostile after all and seeing no way to stop Jiminy now, draws both her hand crossbows and opens fire on one in his path, moving a bit to the right.

[dice=Hand Crossbow +1]1d20+11; 1d6+6+5
[dice=Hand Crossbow +1]1d20+11; 1d6+6+5

[dice=Hand Crossbow]1d20+10; 1d6+6+5
[dice=Hand Crossbow]1d20+10; 1d6+6+5

Dual Wielding pact weapons with crossbow expertise, fighting style archery and Sharpshooter, so no range band. +5 is necrotic damage. I wonder if this could actually be combined with eldritch blast.

AC 13 so, first 2 hit. One takes 28 damage.

One of the hideous monsters howls in pain in reaction to Aeleni's volley of arrows, which pierce its scaly hide in two places and cause its dark blood to rush out like a steaming stream of viscous black oil on the forest floor.

They're not surprised -- they already saw Jimminy and are perfectly well aware of intruders in their territory.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Jiminy feels the empowering magics suffuse his body, gaining a sense of euphoria he hasn't felt since his days in the military. Before anyone has a chance to move, Jiminy draws a quick arrow and looses it towards one of the creatures.

Quickdraw Longbow attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Spend 2 exertion as initiative is rolled to fire one arrow with Longbow. He'd target any one that failed against Faerie Fire, otherwise the closest


Shasta Lux "Lucky" wrote:
....[/ooc]

The only monsters in reach of that are 2 closet to you on each side of Jimminy and his animal companion, respectively. But that's all happening after Jimminy goes, so none of that applies to his attacks. They weren't close enough initially to target before combat starts (and that's an offensive action anyway that we'd need to roll initiative for).

1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (10) + 3 = 13

So, one of them is affected (against Spellcasting DC 15 from Shasta right?


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

As Aelini peppers one of the creatures with arrows, Jiminy slips from the grasp of two of them lashing out. He shucks his longbow to the side and draws his saber in one hand and slips a pair of brass knuckles onto the fingers of his other. He slices out in a whirlwind of steel slashes, and punches twice at the creatures. The first slice against the creature sizzles with the burn of acid.

Dangerous strikes maneuver (free). As an action, he crits 19-20 on all attacks that turn. Attacks normally as a part of that action. Total 3 saber attacks and 2 brass knuckle attacks. Figgy uses infused strikes as a reaction and Disengages from being flanked.

Saber: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Acid: 1d6 ⇒ 3

Saber: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Saber: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Brass Knuckles: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 ⇒ 4

Brass Knuckles: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d4 ⇒ 3


Female Human Female Bard 3 Adept 2 | hp 34/55 AC 18 | Fatigue 0/7 Strife 0/7 Spells Slots: 1 (3/4), 2 (1/2) Art Specialty Percussion Intrepid 1/1 (s) Inexorable Concentration 3/3 (l) Trampling Charge 1/1 (s) Bardic Inspiration 2/5 (s) Rallying Speaker 0/1 (l) Fate Points (2/3) Hand Crossbow Bolts (40/40) Inspiration 0, Concentration: Enhance Ability (Cat's Grace) on Jiminy

I hadn't decided on whether to cast enhance ability until I learned where the creatures were prior to melee to decide if to cast Faerie Fire. Jiminy has taken advantage of Enhance Ability spell, so let's just assume that is what she cast just prior to melee started. Since that spell requires concentration, she won't be able to cast Faerie Fire while the enhance ability spell is active, since Faerie Fire requires concentration as well.

If Jiminy's post just above this one was his second round attack, he may get flanking on any attacks on the one that Shasta moved up to attack on her first round action.

Shasta readies her short sword as the battle is about to join. She fires her hand crossbow at the snake-thing on Jiminy's left. Then she advances and tries to cut it with her shortsword. She drops the hand crossbow once she gets close, planning to use unarmed attacks once she is up close and personal.

Bonus action for dual-wielding weapon in off-hand.
Hand Crossbow: 1d20 + 7 ⇒ (2) + 7 = 9
hand crossbow damage, P: 1d6 + 4 ⇒ (3) + 4 = 7

Movement to get to a flanking position with Jiminy on that same creature.

Attack action
Shortsword, flanking: 1d20 + 7 + 1d4 ⇒ (13) + 7 + (4) = 24
Shortsword damage, S: 1d6 + 4 ⇒ (6) + 4 = 10


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Jim's round was his normal round 1 turn. He just has a maneuver that lets him get off one shot as part of initiative. It kind of happens before turn order


Female Human Female Bard 3 Adept 2 | hp 34/55 AC 18 | Fatigue 0/7 Strife 0/7 Spells Slots: 1 (3/4), 2 (1/2) Art Specialty Percussion Intrepid 1/1 (s) Inexorable Concentration 3/3 (l) Trampling Charge 1/1 (s) Bardic Inspiration 2/5 (s) Rallying Speaker 0/1 (l) Fate Points (2/3) Hand Crossbow Bolts (40/40) Inspiration 0, Concentration: Enhance Ability (Cat's Grace) on Jiminy

Ret-con Shasta's actions:

Shasta drops her hand crossbow and advances to the opposite side from the snake-thing attacking Jiminy's left flank. She attacks with a shortsword and then follows up with a kick.

I'll leave it as narrator's option to use the original shortsword roll or my reroll below.

Shortsword, flanking: 1d20 + 7 + 1d4 ⇒ (12) + 7 + (3) = 22
Damage, S: 1d6 + 4 ⇒ (2) + 4 = 6
Unarmed Attack: 1d20 + 7 + 1d4 ⇒ (4) + 7 + (2) = 13
Damage: 1d4 + 4 ⇒ (1) + 4 = 5


male Male Halfling Cleric-Healer 5 | HP 55/55 | AC 20 | Spd 40 ft| Init +5, Perc +5, darkvision 30', telepathy 30' | Str +2 Dex +5 Con +6* Int +2 Wis +8* Cha +6*; fearless | Spells 4/3/3 | Misty Step 1/1 Hideous Laughter 1/1 | Channel 1/1 Better than Cure 3/3

As the tense standoff with the snakes descends into madness, Keeper Brin wills the shimmering ethereal scimitar forward, to strike the unoccupied snake in the front right.

spiritual weapon: 1d20 + 8 ⇒ (18) + 8 = 26
dmg: 1d8 + 5 ⇒ (1) + 5 = 6

Following up his spell, Keeper Brin draws an arrow and snaps off a shot at the same snake, before falling back and to the east. (south 10', east 30')

shortbow: 1d20 + 9 ⇒ (19) + 9 = 28
dmg: 1d8 + 6 ⇒ (4) + 6 = 10


Keeper Brin wrote:

As the tense standoff with the snakes descends into madness, Keeper Brin wills the shimmering ethereal scimitar forward, to strike the unoccupied snake in the front right.

[dice=spiritual weapon]1d20+8
[dice=dmg]1d8+5

Following up his spell, Keeper Brin draws an arrow and snaps off a shot at the same snake, before falling back and to the east. (south 10', east 30')

[dice=shortbow]1d20+9
[dice=dmg]1d8+6

Brin slays one of the hideous monsters with his expert strike, extinguishing the life force of the vile beast will a decisive killing blow.

The bugbear grunts in respectful acknowledgement, and the other monsters hiss loudly in anger.


1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (11) + 6 = 17

2 natural 20s!

4d10 + 4 ⇒ (10, 3, 7, 9) + 4 = 33 piercing damage x2 to Jimminy DC 13 con roll for their venom. 2 hits, so two con checks.

2d10 + 2 ⇒ (2, 4) + 2 = 8 piercing damage x2 to Shasta DC 13 con roll for their venom. 2 hits, so two con checks.


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Con Save: 1d20 + 4 ⇒ (10) + 4 = 14

Con Save: 1d20 + 4 ⇒ (19) + 4 = 23

To be clear Jiminy took 66 piercing damage correct?


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

Jiminy feels the stab of multiple fangs hit his body in multiple places, and it burns as the poison seeks to take hold. He surveys his surroundings and see that he is one of the few of them that seem equipped to draw the creatures’ attacks while the others manage to whittle down their number and turn the tide. He repeats his three saber attacks against the most injured of the remaining, then skirts around the creatures to not be flanked against them, but trying to give Lucky the ability to flank.

Action: Dangerous Strikes (crit 19-20) for 3 attacks against the most injured one and then onto the next, having no better use for his hasted action. Bonus action use Practiced Roll maneuver to move 20 feet without provoking as described above. Figgy will use her reaction to grant acid damage to one of the saber strikes.

+1 Saber: 1d20 + 9 + 1d4 ⇒ (16) + 9 + (4) = 291d8 + 6 ⇒ (8) + 6 = 14

+1 Saber: 1d20 + 9 + 1d4 ⇒ (6) + 9 + (4) = 191d8 + 6 ⇒ (8) + 6 = 14

+1 Saber: 1d20 + 9 + 1d4 ⇒ (19) + 9 + (2) = 301d8 + 6 ⇒ (8) + 6 = 14 x2=28 damage

Acid: 1d6 ⇒ 5

Jim would use Parrying strikes as a reaction if he’s targeted to grant himself an expertise die to his AC against whichever one he damaged last. He’d remain in melee with it so that he could take advantage of a miss to make a counterattack as a reaction.

Parrying Strikes: 1d4 ⇒ 3


Jiminy Hargrove wrote:

[dice=Con Save]1d20+4

[dice=Con Save]1d20+4

To be clear Jiminy took 66 piercing damage correct?

[Sorry, it should be 26, I misunderstood the rule I read -- you double the number, not roll twice; did you double everything, including your damage modifier? Isn't it just the base damage, without modifier?]


Male Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5 Speed 35' | Figgy HP 30/30 | AC 17

In 5e you roll the dice twice. A5E changed it to double the damage, including static modifiers. This can be offset by the fact that you now have the ability to sacrifice your shield if worn to negate the crit or you can alternatively take a level of fatigue to negate it. With those first levels of fatigue not being that severe it’s pretty tempting depending on the amount taken. It might save you from having to make a con save to avoid dying outright. Were that damage the right amount, he’d be very close to having to make con saves on a big hit. Remember that massive damage is a lot easier a threshold to hit than in 5e


Jiminy Hargrove wrote:
In 5e you roll the dice twice. A5E changed it to double the damage, including static modifiers. This can be offset by the fact that you now have the ability to sacrifice your shield if worn to negate the crit or you can alternatively take a level of fatigue to negate it. With those first levels of fatigue not being that severe it’s pretty tempting depending on the amount taken. It might save you from having to make a con save to avoid dying outright. Were that damage the right amount, he’d be very close to having to make con saves on a big hit. Remember that massive damage is a lot easier a threshold to hit than in 5e

Then I'm corrected and you take 45 damage.

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