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  1. - Top - End - #91
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    Default Re: [5e] 14th level module test drive IC

    No tracking checks are needed to follow the trail of the altar, gouged into the ground as it heads out the north gate.

    The trail goes north, past the fields and pasture around the town, up into the hills. The terrain is a mix of fields and fairly open woodlands, rapidly becoming hilly as it leads into the nearby mountain range. The hills in turn become taller and, in places, steeper. The trail apparently follows the flattest, easiest path possible, so the journey is not arduous for you. After about three and a half hours, you reach a point where the trail cuts along a hillside below a short (20' high) cliff on the left. To the right is a dense thicket of alders and shrubs. Armariel can't see anything from above, but Damian's keen senses pick up something....

    Spoiler: Damian
    Show

    You detect a faint whiff of rot, the lack of birdsong, and, as you looks, the glint of eyes watching from within the underbrush. You're pretty sure there are quite a few ghouls, ghasts, or both in the underbrush, waiting to ambush anyone coming along the trail.

    If you point and call out a warning, they'll know they're detected. If you move on without doing anything, the rest of the party will walk into the narrow space between the cliff and the thicket. The ambush spot was well chosen.

    What do you do?

    => Damian
    Last edited by J-H; 2022-07-19 at 08:41 PM.

  2. - Top - End - #92
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    BlackDragon

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    Default Re: [5e] 14th level module test drive IC

    Damian Hoster
    Elf Arcane Trickster Bladesinger
    AC: 19 HP: 106/126
    PP: 22 PIv: 25 PIs: 17
    Conditions:
    Concentrating: --

    Noticing the enemies presence, Damian steps further, but turns head a bit to the side, with a calm, inconspicuous movement brings a horn to his mouth, and blows in it twice, informing Abigail about possible danger ahead. Then, with a same smooth movement he puts the horn back to hand on a sling and walks, preparing for a fight.

    Spoiler: OOC
    Show

    Using Horn of Silent Alarm to signal to Abigail about danger (because she can tell others herself and via familiar).
    Last edited by Xav; 2022-07-20 at 05:52 AM.

  3. - Top - End - #93
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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (5 hours)
    Concentrating: --

    Abigail frowns as the horn rings in her ears, but does her best not to fall out of step when it does. "Sounds like there's something coming up, tell the others to get ready, front to back, skip Damian." "Right away boss," the deep telepathic reply comes back to her. She can't see Tagar, invisible above her as he is, but she does feel intuitively him descend towards the group to begin delivering the message whispered into people's ears. She keeps her own rod at the ready and keeps her eyes out, though at a distance chances are whatever ambush is ready to be sprung is ahead of her.

    Spoiler: OOC
    Show

    Assuming no sudden ambush, Tagar will fly down to inform each party member of potential danger/ambush, starting at the front of the group and working back to Abi.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  4. - Top - End - #94
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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    When the familiar brought the message, Armariel replied just
    "Understood".
    He kept flying, but went lower and as soon as he was sure to be out of sight, returned in a curve, flying close to the canopy, sneaking back into firing position

    Spoiler
    Show

    Stealthing back:
    (1d20+8)[17]

    Bonus action once again to arm the tiny servants with magic stone.



  5. - Top - End - #95
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Aura of Protection/Courage

    Thoradin hears the warning from the invisible familiar and casts out his senses to see if he can locate the danger around them.

    Spoiler: OOC
    Show
    Thoradin will use Divine Sense, understanding that total cover will interfere with this, but maybe some of the ghouls are a little sloppy

    2/4 uses left



  6. - Top - End - #96
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    Default Re: [5e] 14th level module test drive IC

    Alive
    Tiefling Wild Magic Sorcerer
    AC: 13 HP: 86/86
    PP: 18 PIv: 10 PIs: 18
    Conditions: -
    Resistance: Fire
    Effects: -

    Upon hearing that there is a possible ambush ahead, Alive puts a thin piece of copper wire up their nose slightly, leaving the rest dangling into their teeth, and speaks nasally toward Damian, "Is there a count of our enemies? Ah, ah, ah! Also, are they here? There? Everywhere?"

    Spoiler: Mechanics
    Show
    Casting Message to Damian.

    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  7. - Top - End - #97
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    Default Re: [5e] 14th level module test drive IC

    Spoiler: Thoradin
    Show

    The ghouls have concealment and are hiding, but not total cover per my understanding. Leaves and sticks, not earth or walls.

    Within 60' of you, you detect approximately 22 undead creatures, marked in red blocks on the map (+-, using paint to overlay Excel).

    The dotted line is the drag mark you're following.



    The party has not stopped yet to avoid tipping them off, so you have only a few seconds to respond or make any changes before initiative time will kick off whether you want it to or not.
    At least nobody will be Surprised.
    Last edited by J-H; 2022-07-20 at 08:52 PM.

  8. - Top - End - #98
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Aura of Protection/Courage

    As his senses extend outward, the smell of rot is overwhelming. Thoradin can sense they are to the right of them and up ahead, between him and Damian, entrenched in the undergrowth. He points his hammer toward the ghoul ambush, In the bushes! Look alive there's a ruttin' mess of 'em in there!

  9. - Top - End - #99
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    Default Re: [5e] 14th level module test drive IC

    Tagar flies overhead, but the alders and brush is too tall for Abi's familiar to spot anything.

    A pair of musclebound white ghasts crash through the trees, revealing themselves to the party. One runs right up to Damian, while the other heads southwest, ending up near Ali. On the way past Thoradin, it sticks an arm out and attempts to knock over Thoradin. Even though they don't attack with their claws or bite, the stench of death and rot surrounds them in a disgusting miasma.

    Spoiler
    Show

    Sad trombone, too little movement to attack thanks to difficult terrain forcing a dash. That's how the dice fall.

    Foul Stench. Any creature that starts its turn within 15’ of the ghast must succeed on a DC 15 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this ghast’s stench for 24 hours.
    This affects everybody except Armariel, including Steeltusk, as D2 is right in the middle of the southern group. Takes effect on the start of your turn

    D2
    Clothesline vs. Thoradin, athletics check to knock Thoradin prone (1d20+9)[21] vs. Thoradin's opposed Athletics or Acrobatics check. This prevents an OA from Thoradin as the doresite ghast moves out of range. Steeltusk can still make an OA, though.


    Spoiler: Map update
    Show

    D1 ghast is now in H180, just north of Damian.
    D2 ghast is now in I195, just east of Ali.
    They are both on the trail in plain view with no cover.


    => Armariel then Thoradin
    Last edited by J-H; 2022-07-22 at 09:46 AM.

  10. - Top - End - #100
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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    Armariel moved 30 ft to the west, to gain a clear line of sight along the edge of the woods.
    He used the opportunity of having been undetected so far to open up hostilities with a volley of lightning and ball bearings.
    "Try to keep them in a lightning bolt line!".
    He called out while the orb on his chest began to crackle with static electricity, delivering a twin lightning strike at the Ghast next to Damian

    Spoiler
    Show


    Alright, you know the drill: Armariel moves 30ft west to I173

    Attacking D1 with Sharpshooter and Advantage (since apparently my stealth was successful)

    (1d20)[7]/(1d20)[19]+8(13-5), damage (1d6+18)[19], if crit (1d6)[2]
    (1d20)[11]/(1d20)[5]+8(13-5), damage (1d6+18)[19], if crit (1d6)[5]

    Extra lightning damage if one attack hits: (1d6)[1]

    Tiny servants react to my attack, attacking the same target:
    (1d20)[18]+8, damage (1d6+6)[7], if crit (1d6)[4]
    (1d20)[17]+8, damage (1d6+6)[7], if crit (1d6)[6]
    (1d20)[16]+8, damage (1d6+6)[12], if crit (1d6)[5]

    Movement and bonus action to rearm tiny servants

    Edit: and almost minimal damage though likely everything hit if they are the same kind of Ghasts as before: 39 Lightning and 26 magic bludgeoning damage for a total of 65 damage

    Last edited by Pyrophilios; 2022-07-22 at 10:23 AM.

  11. - Top - End - #101
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: Steeltusk (Poisoned)
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Aura of Protection/Courage, Mounted on Steeltusk

    Two of the large white ghasts come rushing out of the undergrowth, one at Damian, and the other straight at Thoradin, hitting the dwarf with a clothesline before scrambling over to Ali and Abi. Thoradin is nearly hurled off of Steeltusk but for the military saddle. He grimaces against the stench of the foul undead, but Steeltusk has a harder time, chuffing against the odor, Easy Steeltusk! Toradin calls, Let's go! He spurs the boar onward and the two circle around the ghoul to flank it.

    Spoiler: Turn 1
    Show
    Steeltusk Opportunity Attack (not Poisoned yet) - Attack - (1d20+7)[19], Damage - (2d8+5)[16]

    Move - Move to J195
    Action - Attack DG
    Attack - (1d20+13)[32]
    Damage - (1d8+8)[15] + Radiant - (1d8)[5]

    Extra Attack - (1d20+13)[32]
    Damage - (1d8+8)[10] + Radiant - (1d8)[5]

  12. - Top - End - #102
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    Default Re: [5e] 14th level module test drive IC

    Armariel's lightning blasts both connect, as do all 3 ball bearings.
    Spoiler
    Show

    Hit for 19+19+1+7+7+12 = 65
    Remind me how you're rearming the Tiny Servant's, isn't it Magic Stone? How are you casting it as a Bonus Action?
    I am assuming the ball bearings are doing magic damage. If not it's resistant.


    Steeltusk gores the ghast as it runs past, then Thoradin lands a pair of heavy blows with his weapon.
    Spoiler
    Show

    As far as I can tell, Find Greater Steed doesn't give your beast a magic weapon, so half damage for 8.
    2 hits for 20 & 15. Total damage = 43.


    Damian hears a tremendous amount of crashing and thrashing from the brush to the east, as two mobs of ghouls charge through the underbrush at him. A third pack of the flesh-eating fiends charges forwards, tearing at Steeltusk and Thoradin.

    Spoiler
    Show

    More dashing. Damian's getting an awful lot of buddies up there, though.
    2 targets within or adjacent to Mob 3's space. Advantage on attacks within its space (Steeltusk).
    Vs Steeltusk
    Mob Claw (1d20+4)[16] for (2d4+2)[9] piercing, DC 10 Con save or paralyzed 1 minute (1d20)[9]
    Adv (1d20+4)[16]
    Mob Claw (1d20+4)[22] for (2d4+2)[7] piercing, DC 10 Con save or paralyzed 1 minute (1d20)[6]
    Adv (1d20+4)[14]
    Mob Bite (1d20+4)[17] for (2d6+2)[7] piercing
    Adv (1d20+4)[18]
    Mob Bite (1d20+4)[23] for (2d6+2)[7] piercing
    Adv (1d20+4)[16]

    Vs Thoradin
    Mob Claw (1d20+4)[13] for (2d4+2)[7] piercing, DC 10 Con save or paralyzed 1 minute (1d20)[7]
    Mob Claw (1d20+4)[22] for (2d4+2)[7] piercing, DC 10 Con save or paralyzed 1 minute (1d20)[2]
    Mob Bite (1d20+4)[24] for (2d6+2)[8] piercing Crit +7 damage; I rolled 2d4 instead of 2d6, DM error in your favor
    Mob Bite (1d20+4)[18] for (2d6+2)[8] piercing


    Spoiler: Map
    Show



    =>Damian then more bad guys
    Last edited by J-H; 2022-07-22 at 04:01 PM.

  13. - Top - End - #103
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    Default Re: [5e] 14th level module test drive IC

    Damian Hoster
    Elf Arcane Trickster Bladesinger
    AC: 19 HP: 106/126
    PP: 22 PIv: 25 PIs: 17
    Conditions:
    Concentrating: --

    Seeing all the ghouls, that appear from the bushes, Damian finds uncomfortable to stay at current position and flies vertically, avoiding claws and stench. Finally, he sends a large exploding ball to the very center of ghoul mob.

    Spoiler: OOC
    Show

    Bonus Action: Disengage
    Move: Fly (boots) 30' up
    Standard: Fireball at H182

  14. - Top - End - #104
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    Default Re: [5e] 14th level module test drive IC

    Damian's fireball explodes below, scorching many of the ghouls badly as they are packed closely together, and lighting some of the brush nearby on fire.
    Spoiler: saves
    Show

    Damian starts his turn next to one of the ghasts, so still has to save, although it probably won't mean much. Con save (1d20+5)[11] failed
    Fireball saves all failed for 30, 60, 60 damage
    D1 (1d20+3)[8]
    M1 (1d20+2)[16] and vulnerable to AOE
    M2 (1d20+2)[4] and vulnerable to AOE
    Last edited by J-H; 2022-07-25 at 04:11 PM.

  15. - Top - End - #105
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    Default Re: [5e] 14th level module test drive IC

    A glowing red fanged skull appears over the brush, and you become aware of another ghoul, this one with runes carved on its flesh. The skull puts out a dim light that taints everything within 30' of it with a bloody glow. The ghoul with the runes seems to move through the brush more quickly than the ones before.

    Spoiler
    Show

    This doesn't do anything to the party. It's a custom spell/spell effect, so your characters would not immediately recognize it unless they went to Doresain's School for Hungry Spellcasters. You can make an arcana check to identify the effects, but at disadvantage since it's unfamiliar. Or you can just watch and figure out what it does from descriptions.

    There is now a ghoul visible at K187, who came from the east.


    => Abi then Ali

  16. - Top - End - #106
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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (5 hours)
    Concentrating: Banishment

    The stench was overpowering, but not so much that Abi couldn't still focus on what she needed to do. Wielding her pact rod she takes to the skies, skirting away from the smelly ghast that was offending her nostrils so. Taking a moment to pick her targets, she selects the newly emerged caster along with the big ghoul and waves her hands in the air. The space around them begins to morph and twist, trying to wrench them from the plane of existence.

    Spoiler: Actions
    Show

    Save vs. Stench: (1d20+3)[13] Stout Halfling Advantage: (1d20+3)[14]
    Bonus Action: Genie's Gift for flight.
    Move: Up 20ft, north 10ft.
    Action: Banishment (5th level) on the caster ghoul and D2 (I195).
    Charisma saves, sans modifiers: (1d20)[13] (1d20)[20] vs DC21.

    Of course this is the time I roll a nat 20 lol. Well, hopefully the ghast has a negative cha-mod.


    Last edited by Amnestic; 2022-07-26 at 03:16 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
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  17. - Top - End - #107
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    Default Re: [5e] 14th level module test drive IC

    Alive
    Tiefling Wild Magic Sorcerer
    AC: 13 HP: 86/86
    PP: 18 PIv: 10 PIs: 18
    Conditions: -
    Resistance: Fire
    Effects: -

    Seeing the situation devolve, as enemies begin to surround them, and explosive action takes hold, Ali takes their breath a little more slowly, letting the chaotic energy build, as each random possibility gathers and forms into reality, until one person, with just a slight nudge, pushes each of them out of balance...

    A soft scream pierces out of Alive's lips with the barely understandable phrase, "mob mentality," and the sound of cracking nutshells spreads from the center of the mob where Damian was once standing, sending each of the individuals there into acting out a new possible reality until they could reconcile them with the current truth.

    And just as each random possibility of their enemies' actions is coming into fruition, Alive's own quantum possibilities seem to manifest as three illusory duplicates, the result of uncontrollable magic coursing through each moment.

    Then quick as a flash, Alive makes themself scarce from the dangerously large and much more physically capable enemies.

    Spoiler: Mechanics
    Show
    Cast Confusion at 4th level directly on the spot where Damian was standing before. With a 10-ft radius, that should cover all the enemies in that mob except for the ones in the bottom row. That said, I have no idea how this would work with a mob/swarm mechanic.
    DC 20 Wisdom save to avoid the affects, which is repeated at the end of their turns to end it if they fail initially.

    An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally.

    Then move to G-200

    Wild Magic Roll with Controlled Chaos which will regain me Tides of Chaos:
    (1d100)[86]
    (1d100)[94]

    Edit: I'll take the 86, and now I have Mirror Image Cast on me.

    * post roll count doesn't match database
    Last edited by Breitheamh; 2022-07-28 at 05:33 AM.
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  18. - Top - End - #108
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    Default Re: [5e] 14th level module test drive IC

    The rune-marked caster ghoul and the white Doresite next to Ali and Thoradin wink out of visibility as they are temporarily banished to another plane. Ali's spell takes effect on the northern group, leaving them all confused and unsure what to do next.

    Two more of the big ghouls crash through the underbrush, belatedly leaving their hiding places. One leaps at Thoradin, trying to devour him, while the other is not far behind.

    Spoiler
    Show

    +20' speed from the spell.
    GG2 attacks
    Claw (1d20+7)[26] for (1d6+4)[5] slashing damage, if hits, Con DC 14 or paralyzed (1d20)[10]
    Claw (1d20+7)[24] for (1d6+4)[9] slashing damage, if hits, Con DC 14 or paralyzed (1d20)[13]
    Bite (1d20+7)[25] for (2d6+4)[11] piercing damage, if hits, Thoradin's immune to disease so no other effects
    Wow, all hit for 25 damage; saves all passed.


    The doresite in the middle of the mobs looks around, licking its lips.
    Spoiler: Map
    Show


    The map's a bit crowded, especially with abbrev^altitude going on.
    The yellow-green ones (PD and D2) are banished and not valid targets for anything.

    =>Tagar then Armariel then Thoradin
    Last edited by J-H; 2022-07-27 at 09:23 AM.

  19. - Top - End - #109
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    Default Re: [5e] 14th level module test drive IC

    Tagar continues to try to keep an eye out for any yet-to-emerge enemies, but his attempts prove fruitless. He shakes his head, trying to better get a grasp on the battlefield evolving, without putting himself in actual danger. His stinger wasn't worth much against the undead.

    Spoiler: Actions
    Show

    As mentioned in the OOC thread, he made an active perception check (result: 11) and flew another to feet up, not much doin' for this little guy.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
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  20. - Top - End - #110
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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    Armariel carefully positioned himself, flying near ground level and holding out a curious tool. the little thing looked like a tuning fork, but between the tines little lightning flashes danced.
    "Fry, you fools!".
    Immediately, a line of incandescent lightning erupted, grounding itself through the masses of the undead and setting the underbrush on fire along a wide line.

    Afterwards he made sure to gain height again.

    The tiny gold coin constructs meanwhile continued to pelt the original target

    Spoiler
    Show


    Armariel moves to G176 and casts Lightning Bolt
    Movement action to draw all purpose tool +2

    (8d6)[30] Lightning damage, setting the underbrush on fire - Reflex save DC 21

    Tiny servants react to my attack, attacking the D1:
    (1d20)[9]+8, damage (1d6+6)[8], if crit (1d6)[1]
    (1d20)[17]+8, damage (1d6+6)[11], if crit (1d6)[6]
    (1d20)[2]+8, damage (1d6+6)[8], if crit (1d6)[1]

    bonus action to rearm tiny servants



    Last edited by Pyrophilios; 2022-07-27 at 10:39 AM.

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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 97/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: Steeltusk (Poisoned)
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Aura of Protection/Courage, Mounted on Steeltusk

    Thoradin braces against the greater ghast's heavy strikes, the blows rattling his shield and reverberating through his arm. He growls a string of dwarven curses and retaliates with his dwarven thrower.

    Spoiler: Turn 2
    Show

    Action - Attack Greater Ghast
    Attack - (1d20+13)[15]
    Damage - (1d8+8)[9] + Improved Divine Smite, Radiant - (1d8)[6] + 2nd Level Spell Slot Divine Smite, Radiant - (4d8)[15]

    Extra Attack - (1d20+13)[21]
    Damage - (1d8+8)[11] + Improved Divine Smite, Radiant - (1d8)[6]


  22. - Top - End - #112
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    Default Re: [5e] 14th level module test drive IC

    Armariel blasts the mobs of ghouls with lightning. His tiny servants have less luck, scoring only one hit, but it's enough to bring down the Doresite ghast. Thoradin then follows up with two blows to the greater ghoul's torso. The mobs of ghouls bear many scorch marks, and the underbrush is starting to catch fire.

    Spoiler
    Show

    30 lightning damage Dex DC 31 half
    D1 Dex (1d20+3)[4]
    M1 Dex (1d20+2)[16] and vulnerable to AOE
    M2 Dex (1d20+2)[18] and vulnerable to AOE
    M3 Dex (1d20+2)[17] and vulnerable to AOE

    1 Tsar hit for 11 against D1

    Thoradin hits for 47 damage
    Last edited by J-H; 2022-07-30 at 10:02 AM.

  23. - Top - End - #113
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    Default Re: [5e] 14th level module test drive IC

    The northernmost mob of ghouls, confused and assailed by multiple attackers, runs east into the brush. The middle group (M1) stands still.

    The southernmost group swarms around Thoradin and Steeltusk, attacking them both. Through sheer volume of attacks, they manage to slip at least some talons past Thoradin's armor, and his mount takes some injuries as well...but neither falls prey to the deadly paralysis.

    Spoiler
    Show

    2 targets, each receives 2 claw and 2 bite attacks.
    Targets are within the mob's space and thus attacks are made with advantage.

    Con saves for paralysis are rolled here without the modifiers.

    vs. Thoradin
    Claw (1d20+4)[23]/adv (1d20+4)[23], damage (2d4+2)[7] piercing. Con save DC 10 or paralysis (1d20)[15]
    Claw (1d20+4)[15]/adv (1d20+4)[22], damage (2d4+2)[7] piercing. Con save DC 10 or paralysis (1d20)[2]
    Bite (1d20+4)[13]/adv (1d20+4)[18], damage (2d6+2)[13] piercing.
    Bite (1d20+4)[21]/adv (1d20+4)[22], damage (2d6+2)[11] piercing.

    vs. Steeltusk
    Claw (1d20+4)[14]/adv (1d20+4)[9], damage (2d4+2)[8] piercing. Con save DC 10 or paralysis (1d20)[15]
    Claw (1d20+4)[18]/adv (1d20+4)[18], damage (2d4+2)[7] piercing. Con save DC 10 or paralysis (1d20)[13]
    Bite (1d20+4)[18]/adv (1d20+4)[13], damage (2d6+2)[12] piercing.
    Bite (1d20+4)[11]/adv (1d20+4)[12], damage (2d6+2)[4] piercing.


    Spoiler: map
    Show




    =>Damian then Abi then Ali, unless the Banished caster gets returned somehow.
    Last edited by J-H; 2022-07-30 at 10:11 AM.

  24. - Top - End - #114
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: [5e] 14th level module test drive IC

    Damian Hoster
    Elf Arcane Trickster Bladesinger
    AC: 19 HP: 106/126
    PP: 22 PIv: 25 PIs: 17
    Conditions: Flying
    Concentrating: --

    As Damian sees, that area fire spell is the most efficient, he decides to cast one more fireball, trying to finish two mobs underneath. And after casting he flies to Thoradin, who is currently stuck between another ghoulish mob.

    Spoiler: OOC
    Show

    Bonus Action: Dash
    Move: 60' to south, to get closer to Thoradin. Staying in the air, but, if possible, to the tops of the trees, so he can hide next turn.
    Standard: Fireball, so that it hits M1 and M2.

  25. - Top - End - #115
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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (5 hours)
    Concentrating: Banishment (9/10 rounds remaining)

    With the stench no longer a problem for her, Abigail uses her aerial position to maneuver round one of the undead, working to put it between her and the edge of the cliff. Then, with a clumsy point, she conjures on three more wooden spikes from the trees around her that fly towards her targets, seeking to launch it away from the party.

    Spoiler: Actions
    Show

    Bonus Action: None.
    Move: 15ft NE (to K192)
    Action: Eldritch Blast the guy in I194, using Repelling Blast to knock him off the edge (10ft knockback per hit).
    If the first two hit, I'll target the last blast at I-191. It won't knock him off but it puts him a little further from Thoradin.
    Attack (1d10+13)[17] Damage (1d10+5)[8] force
    Attack2 (1d10+13)[21] Damage (1d10+5)[15] force
    Attack3 (1d10+13)[23] Damage (1d10+5)[7] force

    The first one that hits also deals an additional 5 bludgeoning damage.

    Rolling some spare d10s incase of a crit: (3d10)[5][5][10](20)
    DMing:
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  26. - Top - End - #116
    Ogre in the Playground
     
    ClericGuy

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    Default Re: [5e] 14th level module test drive IC

    Alive
    Tiefling Wild Magic Sorcerer
    AC: 13 HP: 86/86
    PP: 18 PIv: 10 PIs: 18
    Conditions: -
    Resistance: Fire
    Effects: -

    With chaos reigning up in the northern section of the field of battle, Alive's turns their attention closer to themself, aiming a swirling bolt of pure chaotic energy streaking toward the swarm surrounding Thoradin.

    The bolt shimmers between several different states of matter before manifesting fully as a pure mental spike of mind-rending energy, as Ali circles around the mob, away from the danger of the cliff's edge.

    Spoiler: Mechanics
    Show
    Cast Chaos Bolt at M3
    Attack (1d20+14)[25]
    Damage (2d8)[7][6](13)+(1d6)[6] (crit (2d8)[10]+(1d6)[1])

    I'll take that 7 to make it Psychic damage.

    Then move to M200
    Last edited by Breitheamh; 2022-08-02 at 08:23 PM.
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

  27. - Top - End - #117
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    Default Re: [5e] 14th level module test drive IC

    Damian's fireball expands the conflagration even further. No ghouls emerge from the fireball.
    Spoiler
    Show

    M1 takes 22 dmg x 2 = 44
    M2 takes half then doubles it for 22 damage net

    Both are dead!

    The reddish-glowing skull left by the enemy spell vanishes as the spell ends.

    Abi blasts one of the greater ghouls with two beams, knocking it back and also beheading it, then blasts the other one a bit further from Thoradin. Ali then blasts the mob, causing several of the ghouls pause and clutch at their heads.
    Spoiler
    Show

    2 hits on GG2 for 28 damage, re-deaded.
    1 hit on GG1 for 7 damage.
    19 points psychic damage to the mob.


    The remaining greater ghoul looks up and around in frustration. Only one living enemy is within reach, and it's the one atop the war-swine. The ghoul charges at Thoradin, hoping to bring him down.

    Spoiler
    Show

    Claw (1d20+7)[13] for (1d6+4)[5] slashing; DC 14 Con or paralyzed 1 minute, resaving at end of turn. Thoradin Con (1d20)[3] if needed
    Claw (1d20+7)[26] for (1d6+4)[6] slashing; DC 14 Con or paralyzed 1 minute, resaving at end of turn. Thoradin Con (1d20)[14] if needed
    Bite (1d20+7)[27] for (2d6+4)[7] slashing; immune to disease/no other effects
    Two hits for total 13 damage; crit negated, Con save easily made

    => Tagar then Armarial then Thoradin, unless the banishment gets ended.
    Remaining non-banished enemies are clustered around Thoradin

    Spoiler: map
    Show

    Last edited by J-H; 2022-08-04 at 03:58 PM.

  28. - Top - End - #118
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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    Armariel moved south, rising back up to stay out of reach of the remaining ghouls.
    Satisfied with the result of the large lightning bolt, he now continued to send out the smaller, sustainable lightning strikes, while the constructs continued to pelt the opponents.
    "Don't let up, we'll break them.".
    Immediately, a line of incandescent lightning erupted, grounding itself through the masses of the undead and setting the underbrush on fire

    Spoiler
    Show


    Armariel moves to I193 and attacks with lightning launcher
    Movement action to put away All Purpose Tool

    Lightning launcher attack w/ Sharpshooter vs. greater ghoul

    (1d20)[20]+8, damage (1d6)[5]+18, if crit (1d6)[5]
    (1d20)[1]+8, damage (1d6)[4]+18, if crit (1d6)[4]

    If one attack hits (1d6)[5], if crit (1d6)[3]


    Tiny servants react to my attack, attacking the D1:
    (1d20)[17]+8, damage (1d6)[4]+6, if crit (1d6)[2]
    (1d20)[6]+8, damage (1d6)[3]+6, if crit (1d6)[6]
    (1d20)[15]+8, damage (1d6)[3]+6, if crit (1d6)[4]

    bonus action to rearm tiny servants

    Next round, I'll have to give them another bunch of ball bearings.

    Edit: Crit for 36 dmg + 19 from the TS for a total of 55


    Last edited by Pyrophilios; 2022-08-04 at 04:13 PM.

  29. - Top - End - #119
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    Default Re: [5e] 14th level module test drive IC

    With all the visible enemies so far away, Tagar keeps his eye out for any additional foes that may be hiding - or on their way.

    Spoiler: Actions
    Show

    Action: Perception (1d20+1)[2]
    Move: None.

    Ah, Tagar, as soon as some non-undead show up I'm sure you'll start being useful.
    Last edited by Amnestic; 2022-08-05 at 07:12 AM.
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    Cyre Red IC | OOC

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  30. - Top - End - #120
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 77/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: Steeltusk (Poisoned)
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Aura of Protection/Courage, Mounted on Steeltusk

    Thoradin steels himself against the mob of ghouls, knowing his companions are more lethal than even these undead abominations. Fire and lightning are cast about, destroying the undead around him. Abi decapitates the ghoul attacking Thoradin, and the dwarf braces for the attack of the other ghoul coming his way. It claws at him, and he brings his hammer down to crush it.

    Spoiler: Turn 3
    Show
    Action - Attack Ghoul
    Attack 1 - (1d20+13)[27]
    Damage - (1d8+8)[10] + Radiant - (1d8)[5]

    Extra Attack - (1d20+13)[21]
    Damage - (1d8+8)[15] + Radiant - (1d8)[3]


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