The Wandering Archipelago (D&D 5e)

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Rodgeir
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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Mon Apr 01, 2019 11:31 am

((I was getting worried with half the team down and at least four lizardfolk to go!))

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Arch Lich Burns
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Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Mon Apr 01, 2019 11:44 am

Gwne casts hex (wis checks)on the lizard that downed het and runs before casting eldrich blast at the lizard.

[1d20+6] = 1+6 = 7[1d10] = 8[1d6] = 4


Does gewn have inspiration she could use?

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Rodgeir
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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Mon Apr 01, 2019 12:15 pm

((You burnt it back in October on a perception check when this fight started!))

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Mon Apr 01, 2019 12:15 pm

((I haven't been keeping track, so if it's not on your sheet then no, I'm afraid not. Where is Gwen running to? There are two lizardfolk (little & large) standing about 30 feet from the house's porch), the lizardfolk who was chasing Gwen has moved to about 10 feet from the house (to the north) and Gwen is probably about 40 feet from the northeast corner of the house))

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Re: The Wandering Archipelago (D&D 5e)

Post by WearsHats » Mon Apr 01, 2019 1:19 pm

Kal will stay and tend the patient as best he can, direct preparations to turn fungus into salve, and be ready for when the scouts return with the blade.
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Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Mon Apr 01, 2019 3:36 pm

Gwen will move away from the lizards then and will snipe them from afar.

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Mon Apr 01, 2019 3:43 pm

((right but which ones are you targeting and are you trying to keep line of sight with all of them or just some? If you can see them, they can probably see you and you are at 4hp so I want to clarify before I move forward :) ))

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Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Mon Apr 01, 2019 5:12 pm

The one that took me down, and I am only keeping line of sight with the one I hexed because otherwise she may end up dead instead almost dead.

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Dlover
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Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Tue Apr 02, 2019 2:24 am

((Mehr doesn't have any damage mitigation, no. Unless the damage he took there was somehow magically fire damage. XD))

(Also, I'd use Tides Of Chaos on this, but since Vaceran's gonna be healing Mehr anyway... Eh.)
Death Save: 1d20 = [9] = 9
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Apr 02, 2019 4:57 am

((Mehriv doesn't know he's getting healed...))

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Dlover
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Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Tue Apr 02, 2019 5:32 am

((Mehr also doesn't intentionally activate chaos. :p ))
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Apr 02, 2019 5:50 am

((Fair :lol: I'll get you guys an update in a bit))

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Apr 02, 2019 7:26 am

Lizard Group
((No word from theis as yet. I've got some work to get through now, but if I don't hear by the time I'm doing the next update I'll assume he's going to stay with Kal and meditate or something))

Druid Group
► Show Spoiler
Inside the Hut
► Show Spoiler
--------------------------------------------

Turn Order

Varsk (15 / 25 HP; BM Maneuvers: 2 successes) <------
Syli (16 / 21 HP)
Lizardfolk Group 1 [shed]
Valemgadro
Lizardfolk Group 2 [east]
Vaceran
Gwen (4 / 21 HP) (Concentration: Hex)
Mehriv (0/ 14 HP) (Making Death Saves: 1 Fail)
Lizardfolk Group 3 [east]

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Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Tue Apr 02, 2019 7:32 am

Next turn she hurls another eldrich blast at the lizardman.
Eldrich blast [1d20+6] = 18+6 = 24[1d10] = 5[1d6] = 5

Also I noticed Nioca has druidcraft which can help put out the fires, and it's range 30'.

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Apr 02, 2019 7:40 am

((The fires are way bigger than a candle / campfire :) ))

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Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Tue Apr 02, 2019 7:42 am

(Oh...damn. Okay.)

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Rodgeir
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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Tue Apr 02, 2019 7:48 am

Riposte check: 2d20+6 = [12, 9] = 27

Varsk has the lizardfolk's timing down and (probably?) cuts the large, bloodied lizardfolk down.

Riposte Attack1d20+6 = [9] = 15
Riposte damage(?):2d6+4 = [4, 2] = 10

If the big one is down Varsk yells to Vaceran,

"Cover the door!"

Before spinning and heading to deal with the newest arrive, trying to pin him between the fire and himself before swinging wide.

Regular attack: 1d20+6 = [3] = 9

((So does Varsk just know how to Riposte now so he can apply the extra d8 or does he know the other two as well? (Trip and parry)

Also how big does the new lizardfolk look and does it have a shield?))

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Apr 02, 2019 7:55 am

((He's figured out Riposte just fine and can start applying the extra damage from the next success. He'll need to work on the others, but remember that you've already spent 3 of your 4 Superiority dice on learning riposte. The new lizardfolk is singed and a little bloody, and carrying a machete and shield. It is otherwise fairly normal size for a lizardfolk.))

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Re: The Wandering Archipelago (D&D 5e)

Post by Theis2 » Tue Apr 02, 2019 9:52 am

I completely missed the yellow mushroom quest! Definitely not going to miss that! :lol:

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Apr 02, 2019 9:55 am

(( :lol: what could go wrong? All right, sounds good. I've got a full day today so next update will probs be tomorrow ))

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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Apr 02, 2019 8:37 pm

Druid Group

Inside the Hut:
► Show Spoiler
Outside the Hut:
► Show Spoiler
Inside the Hut:
► Show Spoiler
--------------------------------------------

Turn Order

Varsk (0 / 25 HP; BM Maneuvers: Riposte learned) <------
Syli (16 / 21 HP)
Lizardfolk Group 1 [shed]
Valemgadro
Lizardfolk Group 2 [east]
Vaceran (-5 HP)
Gwen (0 / 21 HP) (PM me another Death Save please)
Mehriv (0/ 14 HP) (PM me another Death Save please: 1 Fail)
Lizardfolk Group 3 [east]

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Rodgeir
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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Wed Apr 03, 2019 1:13 am

Tries to get a riposte in on as the injured lizardfolk attacks him but misses.

Riposte attack: 1d20+6 = [3] = 9

(and then after he gets hammered)

The darkness closes in but is pushed back by the red,

"GODS DAMNED LIZARDS! HEY ON THE ROOF WE ARE FUCKING DYING IN HERE!"

He hacks down on the injured lizard, ending it(?) before turning on the one behind him and trying to move so the slinger's shot is more blocked.

Attack: 1d20+6 = [15] = 21
Damage: 2d6+4 = [5, 5] = 14

(If the one is dead)

Varsk swings at the one that was behind him knowing this will probably be his last chance to do anything (action surge),

Surge attack: 1d20+6 = [12] = 18
Surge damage: 2d6+4 = [6, 5] = 15

In the unlikely event that the second one dies he will move up on the one threatening Vaceran, still trying to stay out of the slingers line of fire.

((Well crap.))
Last edited by Rodgeir on Wed Apr 03, 2019 4:01 am, edited 1 time in total.

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Dlover
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Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Wed Apr 03, 2019 3:41 am

Alright, time to use Tides. if I get up I can get it back through wild magic, if I don't I'm not using it regardless;
2d20 = [7, 4] = 11
And it's a 7 anyway! Woo woo, all aboard the Death Express, we're 2/3 of the way to our destination. :p
totally making a shadow sorcerer next
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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thinkslogically
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Posts: 17223
Location: Florida

Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Wed Apr 03, 2019 8:46 am

Druid Group

Inside the Hut:
► Show Spoiler
Outside the Hut:
► Show Spoiler
Inside the hut:
► Show Spoiler
Outside:
► Show Spoiler
--------------------------------------------

Turn Order

Varsk (1 / 25 HP; BM Maneuvers: Riposte learned)
Syli (16 / 21 HP)
Lizardfolk Group 1 [shed]
Valemgadro
Lizardfolk Group 2 [east]
Vaceran (-5 HP)
Gwen (5 / 21 HP) <------
Mehriv (6 / 14 HP)
Lizardfolk Group 3 [east]

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Wed Apr 03, 2019 9:13 am

Lizard Group
The team decide that a bit of spelunking for mould is a far more interesting way to spend their time than waiting around for a miracle. A smallish, lean, dark-scaled lizardfolk with dark red eyes is called over to join the group. Kal explains that the lizardfolk's name is Arok, that she knows a little bit of Common, and that she's purportedly an excellent tracker who will help guide you through the tunnels to the best of her abilities. However, they also explain that these caves are something of a bolt-hole for their clan, and while they know a small part of it well, and keep it inhabitable and safe, most of the cave system where you're likely to find the fungi is unexplored.

Kal ponders whether he should stay or go, and thinks it's probably worthwhile his being on the fungus mission. At least then he can be sure they've collected the right thing...

((OOC: If there's going to be a mission through the caves, it'll probably take several RL days to complete, which is going to be boring as hell for you to wait through, wears. If you want Kal to join the expedition, there will be no IC consequences. If you prefer to take the break, you're welcome to do that too though :) ))

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