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[pbp] Ruins of Undermountain (D&D 5e) - ADVENTURE OVER!!! Thanks for Playing!
Posts
minion, roll 2d20k1+5 for Attack (Yochlol)
minion, roll 1d8+3 for Damage (Yochlol)
minion, roll 1d20+4 for Strength (Athletics)
No Action: Toss the mug to the side.
Free Action: Pickup Hammer.
Move: H12.
Action: Attack the Yochlol.
Bonus Action: Shove the Yochlol. Opposed by Athletics/Acrobatics. If successful, shove the Yochlol to I10.
Reaction - Fighting Style (Protection): Disadvantage on attack rolls against allies within 5 ft of me.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
A demon probably has a good counter roll, but if he fails that, Amon's out of the reach of the Yochlol.
Can Philo spend his turn to give Amon advantage through the Help Action?
Edit: Oh, he's hanging on, not dropped back down. Well he doesn't need a roll then.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
He's probably fine. I guess you uh...hit the demon wherever he ends up and stand next to me so we cover each other?
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Other option would be to hit the Yochlol and use Maneuvering Attack to get Ay up the wall so he's got full freedom of movement on his turn.
Or just dodge, as evilthecat suggested. Gonna wait and see if Dural knocked the critter down first.
I don't think it says anything about the creature's reach, for creatures with reach greater than 5 ft.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
As for me, don't worry about my movement. Standing from prone is half movement, which means I can still move 25 feet even after that.
My handaxe isn't actually penalized like I thought: since it's also a melee weapon, I can use strength on the attack roll. Neat!
Move to J13, which should put me just within short range of Zarr. Throw a handaxe up at her, then step back to I13, next to Dural. If I hit, use Distracting Strike.
Geth, roll 1d20+5 for Let me AXE you a question!
Geth, roll 1d6+3 Oops I AXEidentally hurt you!
Geth, roll 1d8 for Pay attention to my punning!
Lady Zarr (H14+20') - AC:16, HP:41/71, Spells:-/4/3/3/2/2, Fey Ancestry, Innate Spells
Yochlol (H11) - AC:15, HP:125, Resist: B/P/S, Cold, Fire & Lightning except magic, Immune Poison, Magic Resistance, Spider Climb, Web Walker
Dural (H12) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Philo (I13) - AC:19, HP:38+5/38, 1/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Salazar (D4) - AC:16, HP: 30+5/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2, Scrolls: Acid Arrow
A3 (G13+15') - AC:16, HP: 29+5/31, Ki: 4/4, HD: 2/4, H.Pots: 2
Drow 1 (C10) - DEAD
Drow 2 (M11+15') - AC:15, HP:13, Fey Ancestry, Innate Spells, Half-Cover
Ra'Fiki (A13+30') - AC:13, HP:7, Resist: B/P/S,Cold except Silver & Magic, Immune to Fire & Poison
Assuming I didn't foul any of that up, @evilthecat is up, and the next attack roll against Zarr has advantage.
Geth, roll 1d20+2 for Yochlol's Athletics check
@Mongrel Idiot You missed the 6 damage to the Yochlol from Dural. Fixed above. But there was a bit of a problem with your movement...
J13 contains a 10' tall statue that occupies that space. Also, moving to J13 opens Philo up to an Attack of Opportunity from the demon. Are you sure you want to do that?
At the last moment, a flash of metal as Dural interposes himself and his trusty shield Fimbul, turning aside that tendril at the very last moment!
Geth, roll 2#1d20l1+6 for Yochlol's OA vs. Philo with Disadvantage
Geth, roll 1d6+2 Pseudopod Damage
Geth, roll 6d6 Poison Damage
Also, let's remember Ay is hanging from the ledge next to Zarr, so large area effect explosions wouldn't be great right about now...
Salazar looks around the room to his allies.
The monk clings feebly to a ledge, much as a toddler would do from a coffee table.
The meatheads swing at a creature many times their superior, oblivious to the horrible death that lurks behind the next misstep.
The halfling ... wait, "where'd the midget go?"
It was up to Salazar, woer of barmaids, incinerator of imbeciles and chosen one to sort it all out.
He channels what remains of his mojo into the next few spells, confident that they'll do the job.
Hoping they'll do the job.
For as much as Salazar likes to talk smack, he knows power when he sees it.
Zarr may be injured, true, but she still has access to a wide array of spells.
If she endures the initial onslaught ...
Salazars spells strike true and hard, but Zarr still stands.
Either one of his compatriots finishes her off, or her next healing spell will end this fight..
actions (gonna do the damage rolls separately, this is gonna be messy):
spending last 2 sorc points to quicken a scorching ray.
using scroll of acid arrow.
casting scorching ray.
moving to b5/b6 so that the last drow can't plug me.
minion, roll 2#1d20+6 for acid arrow hit
minion, roll 3#1d20+6 for scorching ray hits
minion, roll 4d4 for acid damage
minion, roll 2d4 for acid dot that ticks end of zarr's next turn
Barran (C9) - AC:16, HP: 27+5/27, Spells: -/1, HD: 2/4, H.Pots: 2, Hidden(?)
Lady Zarr (H14+20') - AC:16, HP:5/71, Spells:-/4/3/3/2/2, Fey Ancestry, Innate Spells DOT WILL TICK FOR 4
Yochlol (H11) - AC:15, HP:125, Resist: B/P/S, Cold, Fire & Lightning except magic, Immune Poison, Magic Resistance, Spider Climb, Web Walker
Dural (H12) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Philo (I13) - AC:19, HP:38+5/38, 1/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Salazar (D4) - AC:16, HP: 30+5/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2, Scrolls: Acid Arrow
A3 (G13+15') - AC:16, HP: 29+5/31, Ki: 4/4, HD: 2/4, H.Pots: 2
Drow 1 (C10) - DEAD
Drow 2 (M11+15') - AC:15, HP:13, Fey Ancestry, Innate Spells, Half-Cover
Ra'Fiki (A13+30') - AC:13, HP:7, Resist: B/P/S,Cold except Silver & Magic, Immune to Fire & Poison
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
WELL THEN!
Sounds painful!
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
oh.
yes.
wooer.
She's right up against a ledge, this is about as close to THIS IS SPARTA! as we're going to get.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I've morphed this combat from Ay to At to A3. Before you know it, I'll be steak sauce.
Move: Pull myself up and stand next to Lady Zarr
Action: Draw Staff and Attack
Geth, roll 1d20+5 for Attack
Geth, roll 1d8+3
Bonus: Spend Ki for Flurry of Blows
Geth, roll 1d20+5 for Attack
Geth, roll 1d4+3
Geth, roll 1d20+5 for Attack
Geth, roll 1d4+3
Took some creative license, although I could technically make her roll some DC13 Str saves to literally punch her off the ledge as part of my flurry. Let me know if she somehow doesn't die and I'll redo it.
Lady Zarr (H14+20') - AC:16, HP: DEAD, Spells:-/4/3/3/2/2, Fey Ancestry, Innate Spells DOT WILL TICK FOR 4
Yochlol (H11) - AC:15, HP:125, Resist: B/P/S, Cold, Fire & Lightning except magic, Immune Poison, Magic Resistance, Spider Climb, Web Walker
Dural (H12) - AC:18, HP: 40+5/40, Spells:-/1, LoH:5/20, HD: 0/4, INSPIRATION, H.Pots: 1&1G
Philo (I13) - AC:19, HP:38+5/38, 1/4 Sup. Dice, HD: 1/4, Cold Resistance, H.Pots: 1&1G
Salazar (D4) - AC:16, HP: 30+5/30, Spells:-/4/2, SP: 2, HD:0/4, BARKSKINNED, H.Pots: 2, Scrolls: Acid Arrow
Ay (G14+20') - AC:16, HP: 29+5/31, Ki: 2/4, HD: 2/4, H.Pots: 2
Drow 1 (C10) - DEAD
Drow 2 (M11+15') - AC:15, HP:13, Fey Ancestry, Innate Spells, Half-Cover
Ra'Fiki (A13+30') - AC:13, HP:7, Resist: B/P/S,Cold except Silver & Magic, Immune to Fire & Poison
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12