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GM Jiggy's page

1,854 posts. Alias of Jiggy (RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32).


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I've got some bad news. For the past few months, my real-life circumstances have been shifting in such a way as to make it harder and harder to keep up with my PbP games. I kept thinking things would settle and I'd get back to the level of availability I had a year ago (or even six months ago), but it's become clear that my lack of regular availability is the new normal. It seems I can't even rely on my own lunch break as a chance to get my games updated (I'm actually pushing some things aside just to be able to tell you this).

Unfortunately, this means I'm taking a hiatus from all PbP gaming for the foreseeable future. I don't know if I'll get to try it again at all, let alone when that might be. Sorry I couldn't get us to a conclusion first; I was going to try, but I just don't have the time anymore. Thanks for the game; it was fun. :)


Gwenifer White wrote:
What kind of undead are the guards? Do they look like skeletons, or zombies, or something else?

They've still got flesh on their bones, but they're also bearing equipment and don't hold themselves like mindless zombies. You'd guess they're comparable to the undead guards at the wharf.

Alex moves in to fight, but her attack misses!

Fin holds an arrow at the ready!

The two guards, each wearing half-plate armor, draw pairs of matching shortswords and engage!

Shortsword vs Alex: 1d20 + 7 ⇒ (20) + 7 = 27, Damage: 1d6 + 4 ⇒ (1) + 4 = 5
That's unfortunate.
Crit damage: 1d6 ⇒ 5
Tripping attack damage w/ crit: 2d8 ⇒ (1, 5) = 6
STR save: 1d20 + 4 ⇒ (12) + 4 = 16
The very first strike gets under Alex's armor, and the creature tries to twist her to the ground with the blade, but she resists!
Shortsword vs Alex: 1d20 + 7 ⇒ (18) + 7 = 25, Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Shortsword vs Alex (off-hand): 1d20 + 7 ⇒ (20) + 7 = 27, Damage: 1d6 + 4 ⇒ (2) + 4 = 6
O_O
Crit damage: 1d6 ⇒ 1
The guard impales Alex twice more!
So between three attacks, that's a total of 29 damage. Yikes.

The other guard goes around Alex and blocks the doorway, engaging Gwen!
Shortsword vs Gwen: 1d20 + 7 ⇒ (18) + 7 = 25, Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Tripping attack damage: 1d8 ⇒ 5
STR save: 1d20 + 6 ⇒ (4) + 6 = 10
The second guard stabs Gwen with the same downward twist as the other, and she crumples to the ground! Prone.
Shortsword vs Gwen (ADV+7): 2d20 ⇒ (6, 2) = 8, Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Shortsword vs Gwen (off-hand, ADV+7): 2d20 ⇒ (6, 16) = 22, Damage: 1d6 + 4 ⇒ (2) + 4 = 6
One miss, one hit.

Teo and Gwen, time to retaliate! Gwen is in the door (prone) with one guard, while Alex is deeper in the room with another. Neither guard is injured.


Alex opens to door—discovering in the process that it's not even latched—to reveal a room some 30 feet on a side, completely devoid of furnishings or other contents.

Except, that is, for the two undead guards standing next to a door on the left wall. They see you and attack!

Finlogan: 1d20 + 3 ⇒ (12) + 3 = 15
Gwenifer: 1d20 + 1 ⇒ (10) + 1 = 11
Teo: 1d20 + 3 ⇒ (8) + 3 = 11
Alessandra: 1d20 + 0 ⇒ (18) + 0 = 18
Guards: 1d20 + 4 ⇒ (10) + 4 = 14

Alex and Fin are the first to react!

It's a pretty featureless room; basically an empty square. Alex is currently in the doorway. Those of you behind her in the hallway can see one of the guards if you shift to the right a bit, but hitting him with ranged attacks will involve a good deal of cover unless you can get into the room for a clearer shot.


Gwenifer White wrote:
T-Junction sounds good. Did the skeletons come from that direction?

The two sides of the "T" are the entrance and the storage room, with the stem being where you haven't explored yet. So the skeletons either came from the stem, came in from outside, or teleported into the hallway.

You cautiously approach the intersection and peer down the unexplored hallway. Where once you saw the distant image of light under a door as you had passed by, you now see only darkness. Moving forward along the 10ft-wide corridor, you soon see that it terminates at a closed door, with no apparent light behind it and no obvious signs of activity nearby.


You sit down to rest in the room (except Gwen, who stands in the hallway), casually having a look at the supplies which surround you. It looks as though someone scooped up the "good stuff" — cheese, wine, cash boxes, and anything easy to transport — from the town and piled it here rather haphazardly.

Short rest completed. Are we heading to the T-junction next? What light sources, if any, are being used?


2d20 ⇒ (7, 6) = 13

Teo burns two more skeletons, and Finlogan finishes one of them off! Two more fall at the hands of the armor-ladies!

Four and a half skeletons left, so to speak.

Scimitar: 1d20 + 2 ⇒ (16) + 2 = 18, Damage: 1d6 ⇒ 2
Scimitar: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15, Damage: 1d6 ⇒ 5
Scimitar: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3, Damage: 1d6 ⇒ 5
Close, but no cigar. And at this point, we may as well fast-forward a bit through the cleanup.

You quickly smash and blast and shoot your way through the remaining skeletons, leaving you in a quiet storage room next to a hallway full of bones and rusty swords.

Rest? Investigate the storage room more closely? Explore further through the dungeon? Something else?


Alex batters a skeleton, but it still stands!

Finlogan fires, but misses!

DEX: 1d20 + 0 ⇒ (15) + 0 = 15
DEX: 1d20 + 0 ⇒ (18) + 0 = 18

Two skeletons evade Teo's spell!

1d20 ⇒ 11

Gwen finishes off Alex's target!

The skeletons press their attack!
Scimitar: 1d20 + 2 ⇒ (4) + 2 = 6, Damage: 1d6 ⇒ 1
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20, Damage w/ crit: 2d6 ⇒ (4, 5) = 9
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12, Damage: 1d6 ⇒ 2

One of the skeletons manages to land a blow on Alessandra!

Party up! 8 skellies left, all undamaged.


Against all odds, Finlogan finishes off the skeleton that Alex toppled, and Gwenifer shatters another!
9 left

DEX: 1d20 + 0 ⇒ (6) + 0 = 6
DEX: 1d20 + 0 ⇒ (7) + 0 = 7

Teo burns two of the skeletons out in the hall!

The skeletons continue to surge forward, focusing their strikes on Alex!
Scimitar: 1d20 + 2 ⇒ (7) + 2 = 9, Damage: 1d6 ⇒ 1
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2, Damage: 1d6 ⇒ 2
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15, Damage: 1d6 ⇒ 1
*flails*

Party up! Nine skeletons remain, again with about 5 visible.


Lady Alessandra Hightower wrote:
Does the layout of the room allow positioning where Gwen and Alex can both smash skeletons?

Barely. The second attacker would be sort of awkwardly reaching, giving a bit of cover to whichever skeleton is in the doorway at the time.

Teo Brisset wrote:
Does Teo have line of sight on any of them?

[ooc]Yes, nearly half a dozen. They'd just all have cover, so you might prefer save-based magic over attack-based magic.

Alex knocks down a skeleton and clobbers it, but the hit is a bit weak and the skeleton hasn't stopped moving.
Fin, if you want to use your attack on that one, you'll need to roll for disadvantage due to it being prone. Or you can keep holding for a different wounded target, if you prefer.


Alex takes a position in the doorway, then Teo carefully disengages and returns to the room. Gwen clobbers the nearest skeleton to pieces, then uses the opening to get back behind Alex.

The skeletons approach, and Fin tries firing an arrow over the ladies' heads, but can't hit his target!

The skeletons, swarming the door, hack at Alessandra!
Scimitar: 1d20 + 2 ⇒ (10) + 2 = 12, Damage: 1d6 ⇒ 5
Scimitar (cover): 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3, Damage: 1d6 ⇒ 1
Scimitar (cover): 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1, Damage: 1d6 ⇒ 6

They swing shakily at the paladin, to no avail!

Party up! Down to 11 skeletons, about 5 of which are visible from inside the room. Alex can see all of them. None are injured.


Alex throws a javelin with surprising precision, though it mostly goes through the space between bones with no flesh to stop it. Resistant to piercing damage.

Finlogan follows up with an arrow, and manages to put it right into the skeleton's sternum with enough force to crack the ribcage and make the whole thing collapse!

The doorway now free, Teo takes the opportunity to step into the hall to make room for Gwen, who steps into the doorway and crushes the nearest skeleton to bits!

Gwen and Teo can now see that there are 12 more skeletons in the hall, all pressing their way toward Teo and Gwen! They surge forward, the ones in front brandishing scimitars alongside their shields, and the ones further back throwing javelins!

4d2 ⇒ (1, 2, 2, 1) = 6
8d2 ⇒ (2, 2, 1, 1, 2, 2, 2, 2) = 14

Scimitar vs Gwen: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 ⇒ 6
Scimitar vs Gwen: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 ⇒ 3
Scimitar vs Teo: 1d20 + 2 ⇒ (5) + 2 = 7, Damage: 1d6 ⇒ 2
Scimitar vs Teo: 1d20 + 2 ⇒ (5) + 2 = 7, Damage: 1d6 ⇒ 1
That's... bizarre, but okay. Two hits on Gwen, nothing on Teo (so far).
Javelin vs Gwen: 1d20 + 2 ⇒ (20) + 2 = 22, Damage (crit): 2d6 ⇒ (6, 5) = 11
Javelin vs Gwen: 1d20 + 2 ⇒ (17) + 2 = 19, Damage: 1d6 ⇒ 1
Javelin vs Teo: 1d20 + 2 ⇒ (6) + 2 = 8, Damage: 1d6 ⇒ 3
Javelin vs Teo: 1d20 + 2 ⇒ (17) + 2 = 19, Damage: 1d6 ⇒ 6
Javelin vs Teo: 1d20 + 2 ⇒ (7) + 2 = 9, Damage: 1d6 ⇒ 6
Javelin vs Teo: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 ⇒ 1
Javelin vs Teo: 1d20 + 2 ⇒ (2) + 2 = 4, Damage: 1d6 ⇒ 4
Javelin vs Teo: 1d20 + 2 ⇒ (20) + 2 = 22, Damage (crit): 2d6 ⇒ (4, 2) = 6
Okay, looks like the grand total (including both javelins and scimitars) is 13 damage to Teo and 21 damage to Gwen.

Party up!


With a loud crash, the door breaks from its latch. It swings open and slams against the room's inside wall with a resounding thud.

The room is about 20 feet on a side, with no light source but your own. It seems to be being used as a storage room: there are barrels (marked with an insignia matching the sign on the front of Silverwood's inn), wheels of cheese, bottles of wine, crates of dried and salted meats, and so forth. There are also a few cash boxes, like the kind one might use in a shop.

As you look around, you hear footsteps approaching. Turning back toward the door you kicked in, you see armed skeletons arrive!

Finlogan: 1d20 + 3 ⇒ (17) + 3 = 20
Gwenifer: 1d20 + 1 ⇒ (1) + 1 = 2
Teo: 1d20 + 3 ⇒ (1) + 3 = 4
Alessandra: 1d20 + 0 ⇒ (1) + 0 = 1
Skeletons: 1d20 + 0 ⇒ (1) + 0 = 1
...the hell? Four natural 1s in a row? Wow. Okay, well, I guess the skeletons go last.

Party up! You're all in the room, filling pretty much all the empty space (since there's so much stuff stored here). Unfortunately, this means Alex is buried deep in the room and Teo is at the door with the skeletons, with Fin and Gwen in the middle. There's one skeleton basically in the doorway, and you can see at least three more in the hallway behind him. If you want to rearrange your ranks, you'll have to either free up some room by fighting your way into the hallway, or else clamber over the stockpiles. Good luck!


Lady Alessandra Hightower wrote:
Is there a take ten or something to casually peruse for traps and other nonsense without having to make a bunch of rolls or waste in-game time?

IIRC, the rule is that you either move at full speed and blunder right into all the traps, or you move at half speed while constantly checking (thus allowing a Perception check before triggering a trap). I think there's a feat that lets you move at full speed while looking. You've clearly communicated your alertness for traps, so that puts us in the half-speed mode. The slowdown won't matter unless this turns out to be a pretty big dungeon (and even then it STILL might not matter, if nothing time-sensitive comes up).

4d20 ⇒ (17, 18, 9, 6) = 50

You advance down the corridor toward the door. As you pass the T-junction, you peer to the right and see that the hallway extends past the range of your vision, except that further down (maybe 80ft?) there's a thin, faint light at ground level, as though light is escaping under an unseen door.

Meanwhile, reaching the first door, you see no sign of hazards, and try the handle. It appears to be locked.


You descend the spiral staircase into the darkness, Alessandra leading the way by the light of Teo's spell. After what feels like about two stories' worth of stairs, you reach a broad landing with a heavy wooden door that stands slightly ajar. Peering through, you see a corridor about 15ft wide that extends beyond the reach of your light. On the right-hand side of the corridor is a T-junction whose stem goes to the right (about 15ft ahead of your current location) and then a closed door about 20ft beyond the T-junction. There are no clearly-visible creatures or light sources in your field of view (besides your own).

T-junction, or door? (Or run home?)


Sadly, the discoloration on Alex's hands is only slightly alleviated by her magical healing, despite the damage seeming to be undone.

Lifting open the door reveals a spiral staircase of old-looking stonemasonry heading down into the darkness.

Who would like to be in front, and with what light sources?


There are definitely enough arrows among the guards for you to refill back to 20.

Gwen speaks up too late, and something resembling purple lightning surges up through Alex's arms as she touches the door!

Necrotic damage: 5d6 ⇒ (5, 2, 6, 2, 4) = 19
DC 13 CON for half: 1d20 + 2 ⇒ (1) + 2 = 3

Alex's body convulses from the surge of death-magic, knocking her over. She finds her hands to be discolored: nearly black at the fingertips; a deep, unnatural purple up the length of her fingers; and painfully swollen and darkened veins spiderwebbing across her hands and up her wrists.

A few moments of clenching and unclenching her fists successfully wears down the pain to manageable levels, though the discoloration seems to be sticking around.

Looking at the door again, you can see burn-marks in the shape of some sort of rune showing incompletely in the dirt and grass; you'd guess that this magical trap was a one-time thing, so the door should be safe to pry open now, if you're ready to proceed.


You moor your boat and disembark. After a few minutes of searching, you discover a section of ground that looks to have a trap door underneath, evidenced by a rectangular set of irregularities in the dirt and grass. However, no obvious handle or mechanism of opening presents itself. The trapdoor area is about 10ft on a side.

How would you like to proceed?


Ah crap, I forgot about Gwen trying to protect the party when I rolled that last attack. Here's the disadvantage roll:
1d20 ⇒ 2
Fin, that makes it a miss, so feel free to retract that Second Wind if you'd like.

DEX: 1d20 + 2 ⇒ (12) + 2 = 14

The guard finally learns, and ducks out of the way of Teo's spell!

He returns fire against Fin:
Longbow (DIS+4): 2d20 ⇒ (17, 5) = 22
It's a miss!

I'll just go ahead and say you finish this guy off. Out of combat. What now? Rest in the boat? Tie off at the wharf? Rest? Advance?


Dang Fin, you're on a hot streak!

Fin nearly drops the guard, but Gwen's arrow just misses!

Teo and Alex, you're up!


Gwen and Fin take down the injured guard!

DEX: 1d20 + 2 ⇒ (1) + 2 = 3

The remaining guard is burned by Teo's acid!

It returns fire at Finlogan:
Longbow: 1d20 + 4 ⇒ (19) + 4 = 23, Damage: 1d8 + 2 ⇒ (5) + 2 = 7
*THWACK!*

Party up! One guy left, with 6 damage on him.


DEX: 1d20 + 2 ⇒ (4) + 2 = 6

Teo and Finlogan again put some damage on a guard, but Gwen misses the mark!

Longbow vs Fin (DIS+4): 2d20 ⇒ (17, 13) = 30=17, Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Longbow vs Fin: 1d20 + 4 ⇒ (9) + 4 = 13, Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Despite Alex's assistance, Fin is hit!

Party up!

Damage:
G2: 14


Fin puts a second arrow into the injured guard, nearly toppling it!

Alex gets ready to defends, leaving the boat to drift!

Gwen fires an arrow, but narrowly misses!

Teo fires off another spell!
DEX save: 1d20 + 2 ⇒ (5) + 2 = 7

The injured guard collapses!

The remaining guards return fire, again focusing on Fin!

Longbow: 1d20 + 4 ⇒ (10) + 4 = 14, Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Longbow: 1d20 + 4 ⇒ (6) + 4 = 10, Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Both miss!

Party up! Two fresh guards remain.


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Sorry for the sudden silence; the wife ambushed me with a late Christmas present that involved some surprise travel.

Teo looses a glob of acid at the nearest enemy!
DEX: 1d20 + 2 ⇒ (5) + 2 = 7
It suffers a minor burn!

Fin readies an arrow, but holds for the opportune moment.

Gwen fires off an arrow:
Disadvantage for prone target: 1d20 ⇒ 8
It's a miss!

Alex tries her best to supplement the boat's momentum with a bit of rowing, closing some of the distance!

The zombie guards rise, bows in hand, and Fin takes his shot and puts an arrow squarely into the chest of the one Teo had burned!

This gets some attention, as all three then fire back at Finlogan!
Longbow: 1d20 + 4 ⇒ (11) + 4 = 15, Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Longbow: 1d20 + 4 ⇒ (12) + 4 = 16, Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Longbow: 1d20 + 4 ⇒ (10) + 4 = 14, Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Only one arrow finds its mark!

Party up! The boat is now only 80ft from the wharf, and starting to go a bit crooked from one-sided rowing.

Damage:
G1: 18


Circling around again, you see the same four three undead guards lying on the ground, waiting to ambush you, just like before.

Since you're initiating this, I see no need to roll for initiative. You all can act, then it'll go to them, then back to you, etc. Three prone targets about 100ft away.


I probably won't get to post again for about a week. Happy holidays, everyone!


It takes a bit of time, but you circle the island from a safe distance and look for a place to put in. Unfortunately, it seems that there are no additional wharfs, and the area along the edges of the island seems (judging by what you can see of the choppy water from a distance) to get rather shallow and rocky.

You can approach from the back or sides, but risk damaging the boat (and possibly yourselves) in the process. Or you can use the wharf again, and (presumably) face the three remaining guards (or whatever else might be there now). If you choose the back route, then whoever's steering (Finlogan, I believe?) will need to make a Wisdom check.


The boat you took the last time was the largest around; otherwise it's a dinghy. So the plan is to take that boat again and... sail in a wide arc around to the other side of the island and land there? Am I following right?


Rowing straight there, same boat and everything? Any variations in the plan?


Much to your relief, the night passes without incident.

Long rest completed! What's your plan in the morning?


You trek back to the blood-spattered inn, looking for a reasonably intact room, and eventually find a couple on the second floor that look about as secure as you could hope.

Turning in for the day? Or just for an hour?


After the chaos of battle, your return trip to town is contrasted by the return of the eerie silence you've heard so much of since you first arrived here. Soon you are once again at the docks of the village proper.

Now what? Resting somewhere? Formulating a plan? Something else?


Out of combat, as the three remaining guards don't seem to be pursuing. What's your immediate destination?


Teo's spell just barely gets past the injured guard's shield, striking it squarely in the chest and sending it sprawling across the wharf!

Taking your lead, Fin also disengages, snatching the rope off of the post on the way and giving the boat a good, hard push off from the wharf to begin your retreat.

As you drift away slowly with the momentum, the remaining three guards stand vigilant, but make no motion of pursuit.

Party up!


AoO vs Alex: 1d20 + 6 ⇒ (13) + 6 = 19, Damage: 1d8 + 4 ⇒ (2) + 4 = 6
AoO vs Alex: 1d20 + 6 ⇒ (3) + 6 = 9, Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Gwen and Alex retreat to the boat with Teo, though Alex takes a hit in the process!

Teo, you're up!


DEX save: 1d20 + 2 ⇒ (14) + 2 = 16

The skeleton ducks under the blast of acid!

Finlogan hops out of the boat and joins Alex and Gwen in melee, hoping to overwhelm the remaining swordsman:

+1 Silver shortsword: 1d20 + 7 ⇒ (4) + 7 = 11 if hit, piercing damage: 1d6 + 5 ⇒ (4) + 5 = 9
Bonus action +1 shortsword: 1d20 + 7 ⇒ (6) + 7 = 13 if hit, piercing damage: 1d6 + 5 ⇒ (6) + 5 = 11
if wounded, more piercing damage: 1d8 ⇒ 3

But to no avail!

The guard that was sent swimming climbs back up onto the pier, soaking wet and without a sword, drawing a dagger as he approaches! Had to drop his sword to be able to swim, and had to use his whole turn moving in order to swim to an open spot, climb back up onto the wharf, and approach the melee.

The other swordsman continues its assault on Gwen!
Longsword vs Gwen: 1d20 + 6 ⇒ (13) + 6 = 19, Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Gwen is badly hurt!

The two archers continue trying to focus-fire Teo!

Longbow vs Teo: 1d20 + 4 ⇒ (18) + 4 = 22, Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Longbow vs Teo: 1d20 + 4 ⇒ (6) + 4 = 10, Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Teo takes an arrow to the gut!

Party up!

Damage tracker:
Guard1: 26
Guard2: 0 (back in action, but with a dagger)
Guard3: 0
Guard4: 0


Alex, are you intending to go around the ones who have switched to melee so you can engage the ones still firing arrows at Teo? If so, you'd draw a couple of AoOs. Unless you say you're okay with that, I'll assume you're still attacking the targets in front of you.

Alex swings again, but can't land a blow!

Frustrated, Gwen grabs one of the sword-wielders by the collar and throws it aside into the water! We'll say that was the undamaged of the two. And sadly, since he's undead, you don't get a Wilhelm Scream out of it.

Teo and Fin, you're up!

Damage tracker:
Guard1: 26
Guard2: 0 (submerged)
Guard3: 0
Guard4: 0


DEX save: 1d20 + 2 ⇒ (16) + 2 = 18
DEX save: 1d20 + 2 ⇒ (17) + 2 = 19

The ladies all fail to land any hits!

Fin tosses a mooring rope to the wharf, and pulls the boat closer.

Longsword vs Gwen: 1d20 + 6 ⇒ (16) + 6 = 22, Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Longsword vs Gwen: 1d20 + 6 ⇒ (19) + 6 = 25, Damage: 1d8 + 4 ⇒ (1) + 4 = 5
The two guards in melee lay into Gwen!

Longbow vs Teo: 1d20 + 4 ⇒ (14) + 4 = 18, Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Longbow vs Teo: 1d20 + 4 ⇒ (2) + 4 = 6, Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Teo takes a hit!

Party up!

Damage tracker:
Guard1: 26
Guard2: 0
Guard3: 0
Guard4: 0


Fin puts an arrow into the scorched guard!

The two frontmost guards drop their bows in favor of swords and shields, and engage Gwenifer!

Longsword vs Gwen: 1d20 + 6 ⇒ (16) + 6 = 22, Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Longsword vs Gwen: 1d20 + 6 ⇒ (10) + 6 = 16, Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Precision Attack: 1d8 ⇒ 7 Second attack total: 23
Gwen takes two hits!

The other two guards shift to get a clear shot past the melee and focus on Teo!
Longbow vs Teo: 1d20 + 4 ⇒ (13) + 4 = 17, Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Longbow vs Teo: 1d20 + 4 ⇒ (11) + 4 = 15, Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Teo takes an arrow to the shoulder!

Party up!

Damage tracker:
Guard1: 26
Guard2: 0
Guard3: 0
Guard4: 0


Alex takes a swim, slowing her down enough that she's only just gotten onto the edge of the wharf by the end of her turn.

Teo fires off her favorite spell, and hits her target square in the chest!

Fin, you're up!

Damage tracker:
Guard1: 14
Guard2: 0
Guard3: 0
Guard4: 0


Gwen takes a couple of steps back in the boat, then rushes forward with a leap that defies belief, but even still she only barely manages to catch the edge of the wharf. She staggers forward, swinging he sword through the air at nothing as she finds her footing.

Alex and Teo, you're up!


WELP.

Seeing nothing amiss whatsoever, you approach the island to make your landing. Just as you're almost to the wharf, four figures in dirt-covered cloaks stand up from where they were lying on the ground in camouflage, and fire arrows at you!

4d4 ⇒ (1, 2, 2, 4) = 9
Longbow vs Alex: 1d20 + 4 ⇒ (14) + 4 = 18, Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Longbow vs Fin: 1d20 + 4 ⇒ (19) + 4 = 23, Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Longbow vs Fin: 1d20 + 4 ⇒ (18) + 4 = 22, Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Longbow vs Teo: 1d20 + 4 ⇒ (6) + 4 = 10, Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Crit damage on Fin: 1d8 ⇒ 4
Alex and Fin take some hits, but Teo manages to duck just in time!

Finlogan: 1d20 + 3 ⇒ (1) + 3 = 4
Gwenifer: 1d20 + 1 ⇒ (15) + 1 = 16
Naia: 1d20 + 3 ⇒ (13) + 3 = 16
Teo: 1d20 + 3 ⇒ (6) + 3 = 9
Alessandra: 1d20 + 0 ⇒ (7) + 0 = 7
Baddies: 1d20 + 2 ⇒ (5) + 2 = 7

Fin is apparently reeling from the two arrows in his flesh, as he's the only one who got lower than the baddies on initiative. Everyone else can act. These figures appear to be humanoid corpses, dressed in dirty and unkempt guard uniforms.


Perception DC 14:

As you continue your approach, you notice a few prone figures, lying face-down as if in wait, on the island near the wharfs.


After a good half hour of rowing, you see a small island ahead of you. It's still rather distant, but you can make out a small wharf with a couple of rowboats moored there. The island itself is probably no more than a couple of hundred feet across, and appears mostly barren: a bit of wild grass, but no bushes or trees or structures. The peak of the island is maybe a dozen feet or so above the water line.

How would you like to proceed?


There's no move actions in 5e; standing up just costs half of your normal allotment of movement. Also, you were in the mouth, not in the water.

After a surprisingly effective pair of hits from Gwen and Alex, the creature shudders as a wave of dark energy courses through it, and it loses integrity, falling into pieces!

Out of combat.

Pieces of bodies, some individually and some still stitched together in clumps, spread across the lake. Some float and some sink. Those of you in the water scramble back into the boat.

Resting or moving on?


Is there a reason you're not standing up?

Finlogan puts some more holes in the mouth! (As it happens, it's hard to miss from inside.)

The creature seems to turn its attention away from getting the last morsel off the boat, dropping it and letting it crash back down into the water!
Teo DEX: 1d20 + 3 ⇒ (11) + 3 = 14
Teo staggers back, but keeps from tumbling painfully across the deck.

Then the giant maw closes.

Damage: 6d6 ⇒ (3, 1, 1, 4, 6, 3) = 18
Fin STR: 1d20 + 3 ⇒ (16) + 3 = 19
Alex STR: 1d20 + 4 ⇒ (19) + 4 = 23
Oooh, nice!

Fin and Alex quickly brace themselves against the crushing mass of undead flesh! Half damage. Also, you're kind of crumpled down into a compact posture, giving you the Restrained condition.

Gwen, Alex, and Teo; you're up!

Order:
Fin
Right/top appendages (0, 0)
Gwen/Alex/Teo
Left/bottom appendages (4, 0)
(Mouth damage: 66)


Alex plunges her sword into the top of the creature from within, sending a wave of holy light coursing through the dead flesh!

Teo damages one of the arms!

Gwen takes a dive and investigates the situation:

Gwen:
The main mass is somewhat slug-shaped; basically a blob resting on the lake floor (which isn't that far down, this close to shore) with a mouth at the top. So really, there's not much more to this creature than what you can see. You can, however, confirm that it's definitely big enough to swallow you all.

The sudden heavy damage from Alex's holy smite causes the creature to recoil, and the arms reaching across the boat lose their grip!
STR: 1d20 + 4 ⇒ (19) + 4 = 23
Despite its grip faltering, the creature continues to hold the boat at an angle with its other two arms! It then reaches back up to reassert its grip.

Basically, the heavy radiant damage cost it a turn.

Fin, you're up!

Order:
Fin
Right/top appendages (0, 0)
Gwen/Alex/Teo
Left/bottom appendages (4, 0)
(Mouth damage: 44)


Fin lays into the creature, stabbing it twice from inside its own mouth!

The arms at the top edge of the boat shake it a bit, trying to tumble everyone down into the open mouth!

Gwen DEX: 1d20 + 2 ⇒ (3) + 2 = 5
Teo DEX: 1d20 + 3 ⇒ (16) + 3 = 19

Teo holds steady, but Gwen topples into the mouth along with Fin and Alex!

Gwen, Alex, and Teo; you're up!

Order:
Fin
Right/top appendages (0, 0)
Gwen/Alex/Teo
Left/bottom appendages (0, 0)
(Mouth damage: 18)


Congrats! (On the former, not so much the latter.)


Uh... Fin?


Teo jabs feebly with a knife!

The two appendages on the left (aka bottom) reach past you all and grab the far side, assisting in tilting the boat while the mouth draws closer and opens wide to swallow you!

We're looking at an angle of about 45-50 degrees now.
Buncha DEX saves: 4d20 ⇒ (7, 3, 14, 18) = 42
Gwen holds on to the railing by the top and Teo straddles the space between the deck and railing at the bottom. However, Alex and Fin take a tumble, landing in the open mouth of the abomination!

For those still on the boat, moving anywhere other than along the bottom railing will be climbing and require a DC 11 Athletics check. Alex and Fin, you're prone in the "mouth", adjacent to the boat.

Fin's turn!

Order:
Fin
Right/top appendages (0, 0)
Gwen/Alex/Teo
Left/bottom appendages (0, 0)

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