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5E DM's page
132 posts (137 including aliases). No reviews. No lists. No wishlists. 4 aliases.
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Ok we will stay here. I copy everything for sure, though sometimes it looks like it posted when it didn't and either double posts or not at all. I can't seem to get this website to work on chrome for me I am having to use microsoft edge not sure why.
New post is up but started a new page so might miss it.
It is hard to tell the time of day. Even without the fog there is a bleak greyness to the sky. Like a permanent overcast after a hard rain. he muddy ground underfoot gives way to slick, wet cobblestones. The tall shapes become recognizable as village dwellings. The windows of each house stare out from pools of blackness. No sound cuts the silence except for mournful sobbing that echoes through the streets from a distance.
Shandi and Redemption do not look too good.

Round 6
Mayala 18+ Says a prayer and attempts to cast a spell DM Bot word of radiance Con Save: 1d20 + 3 ⇒ (4) + 3 = 7 the beast takes damage: 1d6 ⇒ 1 damage as radiant light burns through the plantlike flesh.
Redemption 18-Hits the beast with his stave. The beast is starting to falter.
BlazeAttempts to hit this creature with her axe, but it falls short
Shandi 14
? 10 Angrily tries to push past Redemption and Blaze to get to Mayala going to assume you take the attacks of oppertunity Blaze AOO: 1d20 + 8 ⇒ (19) + 8 = 27 1d12 + 6 ⇒ (2) + 6 = 8 Redemption Aoo: 1d20 + 7 ⇒ (11) + 7 = 18 1d8 + 5 ⇒ (8) + 5 = 13
Velspira 9 Velspira fells the horrible beast just before it makes it to Mayala.
Sven 4 Casts a cure spell on Redemption
The caverns start to shake and quake beneath you. You encounter a series of challenges as you run out of the house as furniture and things come alive and try to prevent you from leaving. You eventually make it out. You no longer see the two children outside and the fog is lifted revealing a gothic town setting before you. Roll con saves DC 15 or suffer one level of exhaustion. Once you take a long rest you will be level 3
Round 6
Mayala 18+
Redemption 18-Hits the beast with his stave. The beast is starting to falter.
BlazeAttempts to hit this creature with her axe, but it falls short
Shandi 14
? 10
Velspira 9
Sven 4 Casts a cure spell on Redemption
Round 6
Mayala 18+
Redemption 18-Hits the beast with his stave. The beast is starting to falter.
Blaze
Shandi 14
? 10
Velspira 9
Sven 4 Casts a cure spell on Redemption
I don't know if its this website or what, but it constantly is losing posts. Anyone know a better forum for these games with a dice roller?
I thought I made it clear that Sven was able to completely remove Redemption.
The beast is damaged severely
Round 6
Mayala 18+
Redemption 18-you were freed before suffering additional damage
Blaze
Shandi 14
? 10
Velspira 9
Sven 4 Casts a cure spell on Redemption
Round 5
Mayala 18+ attacks the creature with a guiding bolt it 1d20 + 7 ⇒ (7) + 7 = 14 but it misses
Redemption 18- attempts to break grapple and fails
Blaze 15 Is able to tear Redemption out of the creature, harming it in the process. It makes a howling moan as parts of its plantlike body are displayed in the process.
Shandi 14 More fire damage, still does less than expected
? 10 The large creature engulfs Redemption, completely covering him in thorny vines and plantlike structures. Redemption is Blinded and restrained. Must make a DC 14 Con save at start of turn or take 2d8+4 bludgeoning damage
Velspira 9 Hits the creature with a bolt, it does not do as much damage as expected.
Sven 4 Sven is able to help tear Redemption out completely and the beast takes more damage.
The beast is damaged severely
Round 6
Mayala 18+
Redemption 18-
Shandi 14
? 10
Velspira 9
Sven 4
Mayala will have a round 3 action also
Round 5
Mayala 18+
Redemption 18- Athletics to break grapple: 1d20 ⇒ 8 Redemption struggles again against the beast's grasp and fails
Blaze 15
Shandi 14
? 10 The large creature engulfs Redemption, completely covering him in thorny vines and plantlike structures. Redemption is Blinded and restrained. Must make a DC 14 Con save at start of turn or take 2d8+4 bludgeoning damage
Velspira 9
Sven 4
Nayala will have a round 3 action also
Round 5
Mayala 18+
Redemption 18- Athletics to break grapple: 1d20 ⇒ 1 Redemption struggles again against the beast's grasp and fails
Blaze 15
Shandi 14
? 10 The large creature engulfs Redemption, completely covering him in thorny vines and plantlike structures. Redemption is Blinded and restrained. Must make a DC 14 Con save at start of turn or take 2d8+4 bludgeoning damage
Velspira 9
Sven 4
Round 4
Mayala 18+
Redemption 18-
Blaze 15 Attacks and misses the beast
Shandi 14 Shandi focuses with the help of Sven and is able to do minor damage to the creature
? 10 Attack vs Redemption: 1d20 + 7 ⇒ (19) + 7 = 26 Angrily the large beasts finally makes purchase with Redemption 2d8 + 4 ⇒ (8, 5) + 4 = 17 Make an athletics check DC 13 or you are grappled. If you fail it will attempt to engulf you next turn
Velspira 9 Velsipra is able to do some damage with Sven's assistance, though fire does not seem to have the effect you would expect on a plantlike creature.
Sven 4 Technically you would have helped for Velspira's next round, but she used it and combat is difficult in this situation and you are so close on initiative you could have delayed it so we will just go with that.
Round 3
Mayala 18+ Malaya hits the creature and a small piece of plantlike material freezes and falls off of it.
Redemption 18- Deals a solid hit on the beast, but it does less damage than expected
Blaze 15 hits the creature with a good hit, but notices it takes less than she would expect
Shandi 14 Another bolt goes wide
? 10 Attack vs Blaze: 1d1 + 7 ⇒ (1) + 7 = 8 Attack vs Redemption: 1d20 + 7 ⇒ (5) + 7 = 12 wounded the beast attacks blindly and misses
Velspira 9 Velspira's attack misses again
Sven 4 Offers Shandi aid in her next attack
Round 4
Mayala 18+
Redemption 18-
Blaze 15 Attacks and misses the beast
Shandi 14
? 10 Attack Redemption: 1d20 + 7 ⇒ (1) + 7 = 8Attack vs Redemption: 1d20 + 7 ⇒ (5) + 7 = 12 Angrily the beast flails widely at Redemption
Velspira 9
Sven 4
Ok thanks for reminder. Sorry I did not post last night, had a minor emergency at work. Should be good now.
Round 3
Mayala 18+
Redemption 18- Deals a solid hit on the beast, but it does less damage than expected
Blaze 15 hits the creature with a good hit, but notices it takes less than she would expect
Shandi 14 Another bolt goes wide
? 10 Attack vs Blaze: 1d1 + 7 ⇒ (1) + 7 = 8 Attack vs Redemption: 1d20 + 7 ⇒ (5) + 7 = 12 wounded the beast attacks blindly and misses
Velspira 9
Sven 4
Velspira still has round 2 actions, but it hasn't been 24 hours since they posted and this thing has a lot of hp left so going to post round 3. Sven you can cast your cure on Blaze if they still need it otherwise action lost as I rolled horrible to hits with the creature.
Round 3
Mayala 18+
Redemption 18-
Blaze 15
Shandi 14 Another bolt goes wide
? 10
Velspira 9
Sven 4
Mayala 18+ Mayala tries to fire a ray of frost, but misses
Redemption 18- REdemption gets in close and attempts to hit this beast with his staff, but misses.
Blaze 15 Blaze hits again harming the beast
Shandi 14 Another bolt goes wide
? 10 Groaning in frustration the beast flails about attacking randomly Attack vs Shandi: 1d20 + 7 ⇒ (1) + 7 = 8 Attack vs Sven: 1d20 + 7 ⇒ (10) + 7 = 17 and misses its attempts.
Velspira 9
Sven 4
Round 2
Mayala 18+ Mayala tries to fire a ray of frost, but misses
Redemption 18-
Blaze 15 Blaze hits again harming the beast
Shandi 14 Another bolt goes wide
? 10 Groaning in frustration the beast flails about attacking randomly Attack vs Shandi: 1d20 + 7 ⇒ (1) + 7 = 8 Attack vs Sven: 1d20 + 7 ⇒ (10) + 7 = 17 and misses its attempts.
Velspira 9
Sven 4
Malaya will cast a cure wounds on Blaze as a readied actionCurewounds: 1d8 + 5 ⇒ (7) + 5 = 12 Blaze gets back 12 hit points
Round 2
Mayala 18+
Redemption 18-
Blaze 15
Shandi 14
? 10
Velspira 9
Sven 4
round 1
Mayala 18+ based on readiness
Redemption 18- The large creature lights up and the room fills with light from Redemption's guiding bolt
Blaze 15 Scores a solid hit
Shandi 14 attempts to hit the large beast, but misses as it moves faster than expected for a creature its size.
? 10 Attack vs Blaze: 1d20 + 7 ⇒ (5) + 7 = 12 Attack vs Blaze: 1d20 + 7 ⇒ (16) + 7 = 23 Damage vs Blaze: 2d8 + 4 ⇒ (5, 7) + 4 = 16 Blaze takes 16 bludgeoning damage from the large beast's slam attack.
Velspira 9 Shots a fire bolt that bounces off the ceiling
Sven 4 Sven lands a solid hit, but it has no effect on the beast
Round 1
Mayala 18+ based on readiness
Redemption 18- The large creature lights up and the room fills with light from Redemption's guiding bolt
Blaze 15 Scores a solid hit
Shandi 14 attempts to hit the large beast, but misses as it moves faster than expected for a creature its size.
? 10
Velspira 9
Sven 4 You can do your action, maybe list a couple with circumstantial criteria dependent on other's actions
Round 1
Mayala 18+ based on readiness
Redemption 18-
Blaze 15
Shandi 14 attempts to hit the large beast, but misses as it moves faster than expected for a creature its size.
? 10
Velspira 9
Sven 4
The cultist are not affected by your interactions, but they begin to chant "Lorghoth the Decayer, we awaken thee!”
The water recedes and begins to form a giant plant-like creature.
It forms between the steps leading to the altar and the door you entered.
Shandi: 1d20 + 3 ⇒ (11) + 3 = 14
Malaya: 1d20 + 2 ⇒ (16) + 2 = 18
Sven: 1d20 + 2 ⇒ (2) + 2 = 4
Blaze: 1d20 + 2 ⇒ (13) + 2 = 15
Velspira: 1d20 + 2 ⇒ (7) + 2 = 9
Redemption: 1d20 + 2 ⇒ (16) + 2 = 18
?: 1d20 - 1 ⇒ (11) - 1 = 10
Round 1
Mayala 18+ based on readiness
Redemption 18-
Blaze 15
Shandi 14
? 10
Velspira 9
Sven 4
As Shandi approaches the altar The chanting rises once more as thirteen dark apparitions appear on the ledges overlooking the room. Each one resembles a black-robed figure holding a torch, but the torch’s fire is black and seems to draw light into it. Where you’d expect to see faces are voids.
“One must die!” they chant, over and over. “One must die! One must die!”
I apologize I just realized a post I did on Wed night never registered.
Sven detects no traps, and the door opens without difficulty.
The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood.
The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16 feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long
The room opposite the bedroom:
This room is festooned with moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb.
The room has exits in the south and north walls (where you been before).
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Lord Fyre wrote: When D&D 5E came out in 2014, it was not an immediate smash. Pathfinder 1E was still quite dominant in the marketplace.
What happened?
For me it was Pathfinder 2nd. I used to run society games locally for Pathfinder 1st. 2nd felt to me the same 4th ed D&D felt and I had no desire to continue. I tried to fill the void with independent RPGS for a while ignoring all the good things I heard about D&D 5E. I finally gave it a chance because enough of friends I trusted had gotten into it, and glad I did. It's not perfect and there are some things I take from other RPGS etc. when I homebrew, but adventure league seems right for what its trying to do. I still think Paizo has some of the best adventure paths out there, but the mechanics are not motivating me to buy into a new edition.
I will post tonight. Was out for holiday with family. Wish I was at a con! Jelious
Assuming you go south since that is what Malaya suggested
A chandelier is suspended above a table in the middle of the room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it. Iron candlesticks stand in two corners, their candles long since melted away.
There is a door to the southeast, and a doorway to the southwest that leads to a 30' long hall and a master bedroom
Round Two
Ghoul1 22 Dead
Ghoul3 21 Claw Attack vs Blaze: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Redemption 20 Is able to drop another ghoul with his vicious attack.
Malaya 18 Hits a ghoul with a ray of frost, its jaw freezes then falls to the ground.
Velspira 16 Further Damages a ghoul with fire
Ghoul2 Tries to bite the mighty centaur Blaze Bite: 1d20 + 2 ⇒ (19) + 2 = 21 and does Damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9 Piercing damage.
Blaze 5 Blaze retaliates and demolishes her attacker viciously.
Shandi and Sven ensure their attackers are dead.
End Combat
There is nothing of value on these ghouls. You can go straight ahead, left or right. The chant sounds stronger to south or to the left, but not the right.
Round Two
Ghoul1 22 Dead
Ghoul3 21 Claw Attack vs Blaze: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Redemption 20 Is able to drop another ghoul with his vicious attack.
Malaya 18 Hits a ghoul with a ray of frost, its jaw freezes then falls to the ground.
Velspira 16
Ghoul2
Blaze 5 Blaze hits another one with a devastating blow
Shandi 4+
Sven 4 -
Round Two
Ghoul1 22 Dead
Ghoul3 21 Claw Attack vs Blaze: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Redemption 20 Is able to drop another ghoul with his vicious attack.
Malaya 18
Velspira 16
Ghoul2
Blaze 5
Shandi 4+
Sven 4 -
Yes Blaze will only take half damage from the claws. Its ok to be botted just trying to keep it going I know this format leaves much to be desired.
Somehow my round 2 got posted before the end of round 1. Not sure how it did that.
Round one
Ghoul1 22 Claw attack vs Blaze: 1d20 + 4 ⇒ (2) + 4 = 6 The first ghoul claws at the mighty centaur and misses
Ghoul3 21 Claw Attack vs Blaze: 1d20 + 4 ⇒ (6) + 4 = 10 Another claw misses Blaze
Redemption 20 Attempts to hit one and misses
Malaya 18 DM BOT Casts word of radiance Damage to Ghoul 1: 1d6 ⇒ 5 Damage to Ghoul 3: 1d6 ⇒ 3
Velspira 16 Throws a firebolt into melee and hits one of the ghouls
Ghoul2 Claw vs Blaze: 1d20 + 4 ⇒ (19) + 4 = 23 Slashing Damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6 The third ghoul gets a claw in Blaze. Make a DC 10 Con save or be paralyzed
Blaze 5 Fells one ghoul with a vicious attack
Shandi 4+ Hits a with a firebolt
Sven 4- DM BotAttempts to hit a far one with his crossbow 1d20 + 4 ⇒ (9) + 4 = 13 The attack hits the corner of the wall Miss due to half cover
Round Two
Ghoul1 22 Dead
Ghoul3 21 Claw Attack vs Blaze: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Redemption 20
Malaya 18
Velspira 16
Ghoul2
Blaze 5
Shandi 4+
Sven 4 -
Blaze goes into the intersection bravely, but because of the rattle is not caught by surprise by 3 ghouls waiting.
Round One
Ghoul1 22 Claw attack vs Blaze: 1d20 + 4 ⇒ (2) + 4 = 6 The first ghoul claws at the mighty centaur and misses
Ghoul3 21 Claw Attack vs Blaze: 1d20 + 4 ⇒ (6) + 4 = 10 Another claw misses Blaze
Redemption 20
Malaya 18
Velspira 16
Ghoul2 Claw vs Blaze: 1d20 + 4 ⇒ (19) + 4 = 23 Slashing Damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6 The third ghoul gets a claw in Blaze. Make a DC 10 Con save or be paralyzed
Blaze 5
Shandi 4+
Sven 4-
As you are about to approach the intersection, the baby rattle begins to make noise.
Nothing is found in this room. There is a hall that leads south, the door is open and broken probably from the snake creature. There is another door that leads east, you came from the west.
Its all good. Where I am at we've had a crazy amount of random fire evacuations so I have been a bit slow also.

Initiative Round 1
Malaya 22 attempts to hit it with a ray of frost DM BOT
Ray of Frost: 1d20 + 7 ⇒ (16) + 7 = 23
it hits and does Damage: 1d8 ⇒ 6 points of frost damage.
Blaze 19 Attempts to hit with axe and misses
Velspira 18 attempts to hit it with fire bolt DM BOT Fire Bolt: 1d20 + 6 ⇒ (3) + 6 = 9
Shandi 14 Hits the creature with a firebolt causing a slight burned mark to appear on the beast's scaled body.
Sven 13 Hits the beast with a shocking graps. The large snakelike creature shimmers with electricity and shakes with the attack.
Redemption 11 Deals some damage to the creature, but the arrow did not seem to faze it much.
? 6 Tentacle attack vs Blaze: 1d20 + 4 ⇒ (15) + 4 = 19 The creature hits Blaze with a powerful tentacle and pulls her close to its beaked jaw for a bite Beak attack: 1d20 + 4 ⇒ (2) + 4 = 6 but the bite falls short. Damage tentacle: 2d6 + 2 ⇒ (2, 3) + 2 = 7 Slashing damage from the tentacle.
Round 2
Blaze and Redemption finish the creature off. It wails and the tentacles squirm in the darkness for a while before all movement in the creature stops. The chants however, continue...
Initiative Round 1
Malaya 22
Blaze 19 Attempts to hit with axe and misses
Velspira 18
Shandi 14 Hits the creature with a firebolt causing a slight burned mark to appear on the beast's scaled body.
Sven 13 Hits the beast with a shocking graps. The large snakelike creature shimmers with electricity and shakes with the attack.
Redemption 11 Deals some damage to the creature, but the arrow did not seem to faze it much.
? 6 Tentacle attack vs Blaze: 1d20 + 4 ⇒ (15) + 4 = 19 The creature hits Blaze with a powerful tentacle and pulls her close to its beaked jaw for a bite Beak attack: 1d20 + 4 ⇒ (2) + 4 = 6 but the bite falls short. Damage tentacle: 2d6 + 2 ⇒ (2, 3) + 2 = 7 Slashing damage from the tentacle.
Initiative Round 1
Malaya 22
Blaze 19 Attempts to hit with axe and misses
Velspira 18
Shandi 14
Sven 13 Hits the beast with a shocking graps. The large snakelike creature shimmers with electricity and shakes with the attack.
Redemption 11 Deals some damage to the creature, but the arrow did not seem to faze it much.
? 6
Yeah, though in this particular situation it makes sense as it probably has not had visitors like this in many years.
As the party advances through the wrecked room, they notice a creature stirring. You are all perceptive enough to anticipate its attack. A giant snake like creature with a beak and four tentacle like appendages protruding from its head leaps out. Blaze and redemption are in melee with the creature. Anyone else wanting to get into melee will have to go through the debris in the room but are close enough that it shouldnt be an issue.It is medium in size.
Shandi: 1d20 + 3 ⇒ (11) + 3 = 14
Malaya: 1d20 + 2 ⇒ (20) + 2 = 22
Sven: 1d20 + 2 ⇒ (11) + 2 = 13
Blaze: 1d20 + 2 ⇒ (17) + 2 = 19
Velspira: 1d20 + 2 ⇒ (16) + 2 = 18
Redemption: 1d20 + 2 ⇒ (9) + 2 = 11
?: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative Round 1
Malaya 22
Blaze 19
Velspira 18
Shandi 14
Sven 13
Redemption 11
? 6
You guys are able to get Blaze across without issue.
You come to a room with the door destroyed. The items inside have been broken and the floor is in disarray. This looks like it might have been a storage area or meeting place, maybe a bit of both. There is another door across from this door in this 40'x50' room. The chanting and darkness are constant.
Ok no problem hasn't been a combat yet, but one will be coming soon that I might have to do that.
With Redemption's great perception he recognizes a pit trap ahead down this hallway. Most of the party can maneuver around it, but Blaze will have some difficulty. Blaze give me athletics, or acrobatics at disadvantage due to the tight quarters or another way you will avoid this trap.
Nothing of value seems to be in this room.
Just one room and a door out or way you came
This door opens to a dark collection of sleeping quarters. Simple beds, and some makeshift sleeping areas made of hay are the only things of note in this room. There are two doors leading out of this 40'x40' room. One to the southeast and one directly south.
The chanting remains constant.
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