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Initiative 15: July Shieldheart (45/45) Sandy Roads (25/38 AC13) Montgomery Williams (42/42 AC14) Smash Stonefist (42/45HP AC16) 13: Fire Elemental (52/52HP, AC12, resist nonmagical weapons, immune to lots of poo poo) 6: Krag Hack (48/51, AC18, protection from fire, magic weapon) --------- Party is Blessed: +1d4 to all attack rolls and saves
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# ? May 10, 2014 15:59 |
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# ? Apr 26, 2024 17:24 |
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Montgomery Williams HP: 42/42 Spells: 2/3 Montgomery looks over the new, larger, fire elementals but in doing so is a little slow to react. Initiative 1d20+3 5
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# ? May 10, 2014 23:27 |
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Sandy Roads HP: 25/38 1d20 + 3 = 23 Sandy, still shaken up from the previous fight, has been on edge. He was servery burned and almost killed just stepping foot into this horrid place. He was ready to battle before he even was able to smell the beasts. Without thinking, Sandy pulls out his lute and begins ripping an epic chord. This crazy tune is an inspiring tale that brings men to rally. Call to Battle: Allies within 25 feet get +1d4 to their damage rolls for melee and ranged attacks.
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# ? May 10, 2014 23:43 |
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And call to battle is even better, because level 6 bards go from +1d4 to +1d6. Was an error on the pregen. Initiative 15: July Shieldheart (45/45) Sandy Roads (25/38 AC13) Smash Stonefist (42/45HP AC16) 13: Fire Elemental (52/52HP, AC12, resist nonmagical weapons, immune to lots of poo poo) 6: Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (42/42 AC14) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls
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# ? May 11, 2014 00:23 |
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Smash Stonefist HP 42/45 | AC 16 | Ki 6/6 Smash is once again too busy grinning stupidly to attack first. Init: 1d20+3 9
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# ? May 11, 2014 00:34 |
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With voices of fire the fire elementals yell! "Get the gently caress off our lawn!" They rush towards you with unnatural speed. Seriously, they have a 50' movement speed. Fire elemental attacks Smash: 1d20+6 12 3d6 12 and misses! Fire elemental attacks Sandy: 1d20+6 18 3d6 10 and hits! Sandy takes 10 fire damage, and needs to make a DC13 Dex save. If you fail you will take 1d6 fire damage at the start of all your turns. You can spend an action to put it out. Everyone is up! Initiative Smash Stonefist (42/45HP AC16) Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (42/42 AC14) July Shieldheart (45/45) Sandy Roads (15/38 AC13) Fire Elementals (52/52HP, AC12, resist nonmagical weapons, immune to lots of poo poo) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls ritorix fucked around with this message at 02:21 on May 11, 2014 |
# ? May 11, 2014 01:36 |
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Smash Stonefist HP 42/45 | AC 16 | Ki 6/6 "It's our lawn now!" Smash kicks the nearest elemental in its idiot face. Punch a thing: 2#1d20+5+1d4 24 14 2#1d8+3+1d6 16 9 Two hits for 25 damage to the BX-27 elemental.
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# ? May 11, 2014 01:56 |
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With the amazing technology of D&D Next, the monsters now have numbers. Initiative Smash Stonefist (42/45HP AC16) Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (42/42 AC14) July Shieldheart (45/45) Sandy Roads (15/38 AC13) Fire Elemental 1 (27/52HP, AC12, resist nonmagical weapons, immune to lots of poo poo) Fire Elemental 2 (52/52HP, AC12, resist nonmagical weapons, immune to lots of poo poo) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls ritorix fucked around with this message at 02:26 on May 11, 2014 |
# ? May 11, 2014 02:24 |
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KRAG HACK Krag steps forward and attacks the BX-27 elemental. http://orokos.com/roll/191547 : 21 vs AC http://orokos.com/roll/191548 : 16 Damage Warpriest Double Tap http://orokos.com/roll/191549 : 20 vs AC http://orokos.com/roll/191550 : 17 Damage Total: 33 Damage
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# ? May 11, 2014 03:55 |
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Montgomery Williams HP: 42/42 Spells: 2/3 Montgomery pulls free his short swords as he steps smartly over to one of the fire elementals harassing Sandy and gives it the old one two. Though only the first hit connects with his fiery foe. Short Swords, with Call to Battle, vs AC of Fire Elemental 2 2#1d20+3 23, 8 and of course I forgot Bless which makes those 24 and 11 not enough to make the second attack a hit. For 2#1d6+3+1d4 10, 11 piercing damage, first hit adds 1d6 3 so the first hit is 13 or 6 halved.
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# ? May 11, 2014 04:36 |
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Initiative Smash Stonefist (42/45HP AC16) Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (42/42 AC14) July Shieldheart (45/45) Sandy Roads (15/38 AC13) Fire Elemental 2 (46/52HP, AC12, resist nonmagical weapons, immune to lots of poo poo) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls
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# ? May 11, 2014 06:46 |
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DC 13 As the flames burn Sandy's flesh, his cold rear end beats cool him down and protect him from the flames. Sandy's song reaches a crescendo. The magic of his music causes the burns to soothe away. Cure wounds as First Level (3 F.Level spells remain): 2d8 + 2 = 9 HP: 24/38 Feeling revitalized, Sandy continues rocking his jam hoping his music will help his friends triumph.
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# ? May 11, 2014 07:16 |
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July Shieldheart: July moves around the group a little to get line of sight to the monster, then raises her shield and calls down Chauntea's Sacred Flame. Move to BU30, Sacred Flame on Fire Elemental 2. Sacred Flame damage: 2d8 11
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# ? May 11, 2014 11:29 |
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Fire elemental's sacred flame dex save: 1d20+2 9 fails. 11 damage. Fire elemental vs Montgomery: 1d20+6 17 3d6 7 hits for 7 and Mont needs to make a DC13 Dex save. If you fail you will take 1d6 fire damage at the start of all your turns. You can spend an action to put it out. Finish it off! Or deal with the orb thing. Initiative Smash Stonefist (42/45HP AC16) Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (35/42 AC14) July Shieldheart (45/45) Sandy Roads (24/38 AC13) Fire Elemental 2 (35/52HP, AC12, resist nonmagical weapons, immune to lots of poo poo) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls
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# ? May 11, 2014 18:50 |
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July Shieldheart: July moves diagonally like the Javelin attack + bless: 1d20+5+1d4 19 Javelin damage + Call to battle bonus: 1d6+3+1d6 12
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# ? May 11, 2014 19:47 |
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Montgomery Williams HP: 352/42 Spells: 2/3 Montgomery grimaces at the fire, but manages to avoid catching fire himself. He then retaliates by making an acrobatic pirouette and stabbing the elemental twice. DC 13 Dex save 1d20+3+2 20 Short Swords, with Call to Battle, vs AC of Fire Elemental 2 2#1d20+3+1d4 26, 21. For 2#1d6+3+1d4 9, 9 piercing damage, first hit adds 1d6 3 so the first hit is 12 or 6 halved and second hit is 9 or 4 halved.
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# ? May 11, 2014 23:49 |
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Smash Stonefist HP 42/45 | AC 16 | Ki 6/6 Smash punches the elemental in the face, its features crumpling comically. Punch a thing: 2#1d20+5+1d4 25 16 2#1d8+3+1d6 17 15 Ahahaha it's fukken dead
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# ? May 12, 2014 00:09 |
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Well ahead of their slacking sister-team, Heart finishes their battle handily. That giant flaming thing awaits. I'll describe it again: At the center of a curving cavern, an orb the size of a human fist hangs from a thick black chain. The orb looks like molten lava, and the chain pulses with volcanic light. A roiling mass of fire swirls around the chain, sending burning tendrils whipping through the air. What do you do? Status Smash Stonefist (42/45HP AC16) Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (35/42 AC14) July Shieldheart (45/45) Sandy Roads (24/38 AC13) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls
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# ? May 12, 2014 01:09 |
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Smash Stonefist HP 42/45 | AC 16 | Ki 6/6 ritorix posted:an orb the size of a human fist Smash punches the orb.
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# ? May 12, 2014 01:23 |
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July Shieldheart: July walks up to Sandy and touches him on the shoulder. "Chauntea thanks you for your sacrifices today. Let me soothe your pain." Cast Cure Wounds (Level 1) on Sandy Cure Wounds (Level 1): 2d8+2+3 9
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# ? May 12, 2014 02:01 |
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HP: 33/38 "Thanks, July. Today was not one of my better days. Oh well, least I got play a song or two." Sandy then takes a look at the orb. While Smash hits it, I want to try to roll to learn more about the orb. What skill should I roll? Also, as a result of Bardic Knowledge, I treat d20 rolls of 9 or lower as 10 for checks involving Arcana, History, Nature, or Religion.
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# ? May 12, 2014 02:15 |
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Montgomery Williams HP: 352/42 Spells: 2/3 While the others are running around trying to smash or grab the orb Montgomery instead rests for awhile trying to regain his musical tempo. Not sure how long this will take but going to try and get my 10 minute rest to get back my Performance.
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# ? May 12, 2014 02:25 |
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It turns out you don't have much time for resting. When Smash hits the orb a tendril of flames lashes out at him, like a whip of fire. Smash makes his dex save vs fire whip: 1d20+3+2 18. He dodges it. The flaming orb goes flying through the air, bounces off the southern wall of the cavern with a metallic 'clang', and rolls to a stop. It's at CG26, picking it up is a free action, you just have to get next to it. A screech like a banshee's wail sounds throughout the cavern. The ground begins to shake. The air before you wavers - and not just from heat. Sandy gets a very bad feeling. Whatever elemental pocket-plane you all currently occupy is about to collapse. In exactly 5 rounds. You had better grab the key and get back to the fire gate to the north before that happens. What happens to anyone stuck in a collapsing pocket plane? Best not to ask. Oh yeah, and the Thayans just sent reinforcements. Four guards join the fight via the portal, and block the escape routes. Their orders are to hold the line, so they simply dodge every round and take OAs if you provoke them. You can take 3 rounds worth of actions right now. Including attacking or whatever. Then we'll see where people are and if the Thayans respond differently. Status: 5 rounds until collapse Smash Stonefist (42/45HP AC16) Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (35/42 AC14) July Shieldheart (45/45) Sandy Roads (33/38 AC13) Thayan Warriors (19/19HP, AC16, Dodging: disadvantage to hit) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls
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# ? May 12, 2014 03:33 |
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KRAG HACK "SMASH FIST grab the shiny ball, everyone else, bad men to kill north, this place gonna blow!" Krag Hack storms north west. Two turns of hustle to BJ11. Third turn is double hack against the guard in BI12 http://orokos.com/roll/191880 : 9 vs AC, 21 vs AC (disadvantage means miss) http://orokos.com/roll/191881: 29 vs AC, 28 vs AC (double crit) http://orokos.com/roll/191884 : 19 Damage. kingcom fucked around with this message at 04:09 on May 12, 2014 |
# ? May 12, 2014 04:05 |
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Smash Stonefist HP 42/45 | AC 16 | Ki 2/6 Round 1: Pick up orb, run to BS-32 Round 2: Run to BC-26 Round 3: Move to BC-25, hit top guy for 20, miss bottom guy, move to AV-18, save vs fire wall Punch: 3#1d20+5+1d4 18 19 12 3#1d8+3+1d6 8 12 9 Dex save, fire damage: 1d20+5 14 2d6 8
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# ? May 12, 2014 04:15 |
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Smash makes it with the key into the ring of fire. Unfortunately for the rest of you, that activates the exit a round early. The key gets there in round 3, so... The node will collapse in four total rounds, not 5. You have 4 rounds now. Use them. Go! ritorix fucked around with this message at 07:10 on May 12, 2014 |
# ? May 12, 2014 05:06 |
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July Shieldheart July wastes no time and follows in Smash's wake as the group hustles to the exit. 1st turn: Hustle to BN32 2nd turn: Hustle to BD28 3rd turn: Hustle to AY20 4th turn: Dodge flame, get to AV18 Dex save vs. firewall: 1d20-1+1d4 5 Fire damage: 2d6 9 Now on 36/45 HP.
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# ? May 12, 2014 18:08 |
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Montgomery Williams HP: 29/42 Spells: 2/3 Montgomery wastes little time rushing back to the entrance, stopping only long enough to try and take out the one remaining Thayan blocking his path. Still one of the two was out of the way, so even if he could not finish the Thayan he could still run by, and hope he doesn't get hit. He continues on and attempts to tumble through the fire, but once again he fails to avoid the flames. Round 1: Hustle to BN 23. Round 2: Hustle to BJ 12. Round 3: Short Swords vs AC of Thay (w/disadvantage) 2#2d20k1+5 14, 8 miss, unless we still have bless in which case that first hits for 10 piercing damage. Then going to take the OA to continue moving because can't stop here! Move to BD 12, hopefully survive the OA and hopefully these Thay don't have any feats. Round 4: Hustle to AV 17. DC 13 Dex Save 1d20+3+2 11 Fire Damage 2d6 6 Fire Damage.
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# ? May 12, 2014 19:48 |
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HP: 33/38 Round 1: Hustle to BL 32 Round 2: Hustle to BD 28 Round 3: Hustle to AZ 20 (Presuming I survive the AoO) Round 4: Dodge Flame, Move to AV 19 Dex Save vs DC 13: 1d20 + 1d4 + 3 = 16 Sandy is out of breathe when he finds himself back in the fiery ring. "This is why I hate getting in planes."
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# ? May 12, 2014 20:05 |
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Thayan warrior OA vs montgomery: 1d20+5 7 1d8+3 10 Miss! Boat's leaving, Krag, you better hurry up! Status Smash Stonefist (42/45HP AC16) Krag Hack (48/51, AC18, protection from fire, magic weapon) Montgomery Williams (29/42 AC14) July Shieldheart (45/45) Sandy Roads (33/38 AC13) Thayan Warriors (19/19HP, AC16, Dodging: disadvantage to hit) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls
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# ? May 12, 2014 23:23 |
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KRAG HACK Krag ignores the leftover man and hustles to the finish line, diving through the fire with the grace of a one legged turtle. http://orokos.com/roll/192182 = dex save vs fire = 3
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# ? May 13, 2014 01:00 |
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Krag gets a few nasty attacks as he runs past. But the thayan warrior OA vs Krag: 1d20+5 10 1d8+3 7 misses. Then Krag takes fire damage: 2d6 6 halved to 3 from failing his save. United once again in the fiery portal, the flaming orb in Smash's hand glows until it nearly blinds you. The world is falling away, and you all feel a bit sick... Then the walls of the fiery cave rush in upon you. Go to the light, Team Heart! Go towards the light!!! Status Smash Stonefist (42/45HP AC16) Krag Hack (45/51, AC18, protection from fire, magic weapon) Montgomery Williams (29/42 AC14) July Shieldheart (45/45) Sandy Roads (33/38 AC13) Thayan Warriors (19/19HP, AC16, Dodging: disadvantage to hit) --------- Party is Blessed: +1d4 to all attack rolls and saves Call to Battle: +1d6 to melee and ranged damage rolls
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# ? May 13, 2014 02:38 |
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Aaaaand we're back! Syranna waves her hands at Fol's crystal pendant. It seems to activate, attuning specifically to the Predator Pools. By having it in the vicinity of the runes on the floor, Fol is able to open a portal for his team to head to the Predator Pools. In a flash they are gone. "One team down. And where would you like to go?"
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# ? May 26, 2014 20:26 |
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Montgomery Williams HP: 42/42 Spells: 3/3 Bolts: 19/20 Montgomery gives Folhapreta a cool look before the new man heads off. Then he turns to the ghost. "Well I don't appreciate his tone, or a number of his words, but he does bring up at least one good point. Starting in the Master's Domain and working our way around seems like it could be an effective strategy."
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# ? May 26, 2014 20:54 |
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Syranna attunes your pendant to the Master's Domain. That means you can use it, and one of these black rune circle things, to teleport to the Domain. This pendant is also attuned to the Seclusion Chamber, so you can return here if you want. "Oh yeah, one more thing. You can return here to the Seclusion Chamber to rest, but beware - time passes differently here, and you will emerge from a rest with 5 less maximum HP than before. Save it for emergencies." As you teleport away, you hear a ghostly voice... "Good luck storming the Doomvault!" You all teleport to a new area. Beneath your feet is an identical black, shadowy teleport circle. You find yourselves in a cavern. Glowing crystals set into the walls and floors light the place. A closed set of doors is on the north-eastern wall. This place is occupied! A formation of gnolls and orcs stands before you, weapons at the ready. It looks like they are drilling, or something. A single human warrior stands at the head of the formation, giving commands. As the portal activates and you appear, he shouts an alarm. "Left, face! Right, face! Wait, what is that? You aren't supposed to be here! Get them!" Roll init. If you beat the monsters, take your turn. They get a orcs, gnolls, warrior init: 1d20+0 4 1d20+1 4 1d20+1 6 pretty low inits. Initiative ---------------------- Montgomery Williams (42/42 AC14) Krag Hack (51/51 AC18) Smash Stonefist (45/45HP AC16) Sandy Roads (38/38 AC13) July Shieldheart (45/45 AC18) 6: Thayan Warrior (19/19HP AC16) 4: Orcs (x5)(11/11HP AC12) 4: Gnolls (x5)(13/13HP AC15)
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# ? May 26, 2014 21:16 |
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July Shieldheart: Initiative: 1d20-1 3 Oh, Orokos. Another battle, already. Besides the demiplane, when was there a time without enemies to smite? At least July could feel Chauntea's power flowing through her veins. She cast Bless on the team, hoping that Chauntea would give them all an edge in the forthcoming battles.
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# ? May 26, 2014 23:50 |
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KRAG HACK Casting magic weapon again before stepping into the portal, Krag decided that since sitting around doing nothing for half a round didnt work out for him last time, he should probably go axe these nice people a question. INIT: http://orokos.com/roll/197004 : 18 Move to ED127. Swing axe at Gnoll in EC127 TO HIT: http://orokos.com/roll/197005 : 16 DAMAGE: http://orokos.com/roll/197006 : 13
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# ? May 27, 2014 03:03 |
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Montgomery Williams HP: 42/42 Spells: 2/3 Bolts: 19/20 Montgomery strides forward, drawing a blade in case he needs to defend himself, then draws his flute and for the first time the Team Heart can hear him play. Too bad the one song he plays this time is a tremendous roar of noise, a sonic boom of pain and magic flowing from his flute. Initiative 1d20+3 8 Move to ED 129 drawing one short sword in the process. Draw my flute, and play it I guess, as I cast Thunderwave. Thunderwave EA 128 to EC 130 2d8 9 thunder damage, and pushed back 10 feet away from me, Con Save DC 13 for half damage and no push.
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# ? May 27, 2014 03:34 |
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Lets roll some saves! Con saves for orcs 1-5, gnolls 3,5: 5#1d20+1 7 13 14 7 7 2#1d20+0 20 20. Both gnolls save. Orc 2 and 3 save. 1/4/5 take full damage and the push. Smash and Sandy roll for init. Initiative ---------------------- 18: Krag Hack (51/51 AC18) 8: Montgomery Williams (42/42 AC14) Smash Stonefist (45/45HP AC16) Sandy Roads (38/38 AC13) 6: Thayan Warrior (19/19HP AC16) 4: Orc #1 (2/11HP AC12) 4: Orc #2 (7/11HP AC12) 4: Orc #3 (7/11HP AC12) 4: Orc #4 (2/11HP AC12) 4: Orc #5 (2/11HP AC12) 4: Gnoll #1(13/13HP AC15) 4: Gnoll #2(13/13HP AC15) 4: Gnoll #3(9/13HP AC15) 4: Gnoll #5(9/13HP AC15) 3: July Shieldheart (45/45 AC18)
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# ? May 27, 2014 03:51 |
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# ? Apr 26, 2024 17:24 |
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HP: 38/38 | AC: 14 | 1st Level Spells: 4/4 | 2nd Level spells: 2/2 | Bolts: 17/20 Initiative: 1d20 + 3 = 17 Sandy isn't surprised to see another band of monsters trying to kill him. It's just one of those days, you know. Sandy stays put and pulls out his lute. "Let's get this party started!" Sandy starts rocking some tunes. Call to Battle: +1d4 to damage for melee and ranged attacks.
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# ? May 27, 2014 04:28 |