Master Astrologer

Fizzlebomb's page

Organized Play Member. 631 posts (890 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Yeah, there was that warmaster dude that we ran into training the gnolls to shoot bows, before we wiped them out. Then there was Thorne?


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

huh? Wonder if Thorne worked for Sarshan. He's not going to be very happy with us for continuing to mess up his plans. Oh well,

Fizz will gather the gnoll's stuff to sell.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will go down and search the dead gnolls for anything interesting.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

yeah, but yours is so much more eloquent. Fizz wanted to shrug his shoulders and go "I dunno"


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Attacking the gnoll

FireBolt range 120ft
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 2d10 ⇒ (1, 6) = 7


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz yells to Fergus

"watch out for those guardians"


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz has doubled moved over to a more advantageous spot, but still hiding behind the columns


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Spell slots used

1 2nd level : 1 3rd level


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Seeing everyone bunching nicely around Fergus, Fizz will drop a

(2) Shatter range 60ft 10ft radius sphere

Con Saving throw DC 15

thunder damage: 3d8 ⇒ (4, 4, 4) = 12

Half damage on a miss

on the gnoll to fergus's upper left. Spell excludes Fergus

I believe that will get both gnolls, and all of the manes except the one to the west by himself.

Fizz will now move behind the pillar to make himself as little as possible


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

No, im not going to be fizz


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

ok, I'm looking at a rogue/ranger/fighter type. It'll only be 1 of the 3, but i know that Jacob is not playing this game, and wondering what the fourth or so player might be.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Charisma: 1d20 + 0 ⇒ (17) + 0 = 17


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Rick, I'm also willing to pony up some for the Roll20 modules/maps. No reason you should have to cover the costs.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

I'm good with any of the options, I just know that us trying to get together to play "live" sometimes can be a challenge, as the weather is getting nicer, and Rick's golf game is getting warmed up.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will drop a fireball on the gnolls.

(3) Fireball Range 150 ft
Dex Saving throw 20 ft radius
fire damage: 8d6 ⇒ (5, 6, 2, 4, 4, 1, 3, 1) = 26
Half damage on a miss


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

In an equally low voice

yes, i can drop something on them


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Sounds good


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

assuming i have read this correctly, we are on a balcony 10 feet above the floor. They haven't seen us yet? How sturdy are the curtains, and are they secured to the ceiling?

my thinking is, if we are stealthy, we might get a surprise round as they are focused on the dais. could Fergus, haldor and Varis slide down the curtains without breaking any bones and get to melee range, while i can sit here and launch spells, then come down after a space has been cleared?

that is not what is happening, just questions and a possible mode of attack


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Guess we need to check to see if the door is still locked, if it is, we'll need to go around through the area the warmaster was in up the double corridor.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will suggest that the party returns to the water room. Determine what it is, and such

Who picked up the figurines?


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

"He" was Thorn, the guy that "helped" us back in the town. I know we need a rest, but we need to search the body, then let the prisoners we rescued get out of here. Then i hope it will be safe to rest.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Search the body. Loot everything he had.

And then where the bloody hell are we now?


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

using his wand
(1) Magic Missile range 120ft
3 darts (1 or multiple targets)
damage: 1d4 + 1 ⇒ (2) + 1 = 3
damage: 1d4 + 1 ⇒ (4) + 1 = 5
damage: 1d4 + 1 ⇒ (2) + 1 = 3
Additional dart for every level above 1st

Bonus healing for Varis

(1) Healing Word Range 60ft
healing: 4d4 + 7 ⇒ (4, 2, 3, 3) + 7 = 19
1d4 for each cast level as 2nd or higher

Spell Slots used
1st Level 4 of 4
2nd Level 3 of 3
3rd Level 3 of 3
4th Level 1 of 1


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Varis, i moved you over to him


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Sorry, that was a firebolt.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fergus, Haldor, Varis. He's about 50 feet south of the door.

Fizz will try to make himself inconspicuous, knowing he can't really hide.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 2d10 ⇒ (7, 3) = 10


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will light up a gold coin from his pouch and chunk it through the door that Fergus will open. I'll try and aim for the spot on the map in blue.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will stand up and find a "tossable" object and cast light upon it, then walk to the corner of the wall behind where Haldor is standing and tell Fergus that when he opens the door, Fizz will lob in his "tossable" object about 15 feet into the room.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Rick, I think he double moved to get there this round.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Just in case

save: 1d20 ⇒ 14


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Rick, do I need to do another death save as I have done two by accident already?


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

save: 1d20 ⇒ 11


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

fizz save

save: 1d20 ⇒ 4


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

5 points of lay on hands to varis, then will head down hallway.

I believe thats all of Fergus's lay on hands points


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fergus
first attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d8 + 7 ⇒ (7) + 7 = 14

second attack: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d8 + 7 ⇒ (6) + 7 = 13

Haldor attack
hammer attack: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Haldor attack
hammer attack: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Fergus
first attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 7 ⇒ (1) + 7 = 8


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Haldor attack

hammer attack: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will hop out and

FireBolt range 120ft
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 2d10 ⇒ (2, 6) = 8

then use his last 3rd level spell to Heal Varis with a healing word

(1) Healing Word Range 60ft
healing: 3d4 + 7 ⇒ (1, 4, 4) + 7 = 16
1d4 for each cast level as 2nd or higher

then hop back behind cover


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fergus now that he has caught up to him will attack

first attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d8 + 7 ⇒ (6) + 7 = 13

second attack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 7 ⇒ (7) + 7 = 14


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fergus has doubled moved to try and get back in the fight.

Haldor moves and cast Sacred flame range 60ft
Dex save of 15

radiant damage: 2d8 ⇒ (8, 3) = 11
No benefit for cover


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will stand up and then double move to his new location


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Rick, i don't know about the 2d8 thing. Pulled form the last attack that Jim made for him.

Haldor will take the AoO

attack: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 2d8 + 3 ⇒ (7, 7) + 3 = 17


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

fergus will use his lay on hands for 10 points to fizz

Haldor will attack thorn

attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 2d8 + 3 ⇒ (7, 7) + 3 = 17


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

save: 1d20 ⇒ 17


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Haldor will move up to Thorn and perform the attack from above.

Fergus will double move and get in Thorn's face


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Haldor attacks mastiff 2 or 1 depending on status of 2.

hammer attack: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 2d8 + 3 ⇒ (2, 8) + 3 = 13


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Haldor will use his reaction to use Wrath of the Storm against whichever mastiff hit him earlier.

dex save of 15
lightning damage: 2d8 ⇒ (3, 5) = 8
half on a successful save

Fergus will stand up and start with mastiff 2, then to mastiff 1 if mastiff 2 goes down.

first attack: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d8 + 7 ⇒ (3) + 7 = 10

second attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 7 ⇒ (5) + 7 = 12


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

don't think i knew that.

Haldor's roll is

i'm asleep: 1d20 + 7 ⇒ (9) + 7 = 16


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will use tow of his 3rd level spells to heal

Varis:

(1) Cure Wounds Range Touch
healing: 3d8 + 7 ⇒ (5, 7, 2) + 7 = 21
1d8 for each cast level as 2nd or higher

Fergus

(1) Cure Wounds Range Touch
healing: 3d8 + 7 ⇒ (2, 7, 4) + 7 = 20
1d8 for each cast level as 2nd or higher

Spell Slots used
1st Level 4 of 4
2nd Level 3 of 3
3rd Level 2 of 3
4th Level 0 of 1

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