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  1. - Top - End - #31
    Orc in the Playground
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    Default Re: [D&D 5e] Darkness of the Deep

    Pausing for a second, Brumli makes a mental note of the direction the kobolds came from and the direction they ran off.

    "Agreed, lets be quick about it. They may have gone for backup." The dwarf stands at the cellar door, his weapon ready for what may be waiting on the other side.

  2. - Top - End - #32
    Ettin in the Playground
     
    Felhammer's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Mortimer the Warlock

    Mortimer joins his companions near the trap door, though standing a few feet away from the hole, with the exit leading to the outside world clearly in view. Let the others be sucked down by some sort of land-squid-abomination. Mortimer would offer fire support but if things got rough, the door was always close at hand.
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  3. - Top - End - #33
    Barbarian in the Playground
     
    Chimera

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    Default Re: [D&D 5e] Darkness of the Deep

    In the magic light, you can see that the walls of the basement are lined with shelves containing jars of food and other supplies for the inn, though many shelves are empty. The middle of the room has stacks of barrels in rows.

    After everyone has entered the room and looked around, you hear a high-pitched growl. An enormous rat peers around a barrel and stalks closer, and another creeps out of the shadows on the other side of the room. You notice three other giant rats and two huge centipedes about to come out from behind the barrels as well, attempting to back you into the corner below the trapdoor you came through.

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    Initiative has been rolled. The adventurers act first, but the monsters are aware of you due to your noisy entrance into the basement.

  4. - Top - End - #34
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    Felhammer's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Mortimer the Warlock

    Mortimer scowls, this was just his kind of luck. He came here for some treasure, not rats and... What was that bug? A centipede? A millipede? Mortimer could never keep it straight which was which. Regardless, bugs scared the ale straight out of his blood. "Quickly allies, slaughter these vermin! Let us be rid of these wretches!" With that said, Mortimer backs up towards the exit, then holds out his hand and yells, "Once more into the breach!" A cackling bolt of purple and pink eldritch energy streaks across the basement from Mortimer's hand to the face of the millipede.

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    Move: Back up towards the ladder/staircase leading back to the top level.

    Attack Action:

    Name: Eldritch Bolt
    Target: Centipede
    Attack Roll: (1d20+7)[8] A NAT 1!?!?!
    Damage: (3d6)[7]
    Last edited by Felhammer; 2012-08-27 at 02:24 AM.
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  5. - Top - End - #35
    Orc in the Playground
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    Default Re: [D&D 5e] Darkness of the Deep

    Brumli quickly raises his shield as he catches sight of the critters. "I figured we'd find vermin but thought it'd be kobolds. Time to clean house lads." He says with a determined tone as he takes a swing at the closest creature.

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    Swing @ a Giant Centipede if there's a choice.
    Attack: (1d20+6)[17]
    Damage: (1d10+4)[5]

    Summary
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    Brumli Grimnar
    Mountain Dwarf Cleric of War

    Str: 18 Dex: 12 Con: 14 Int: 12 Wis: 17 Cha: 10
    AC: 18 HP: 10 (1d8HD) Initiative: +1 Speed: 25ft Vision: Low-light
    Melee: +6 1d10+4dmg (Warhammer) Magic: +5 1d8+4 (Radiant Lance)
    Intimidate:+3, Religious Lore:+4, Spot:+6, Survival:+6
    Description: good male 4'5" 195lbs brown eyes dark grey beard medium 43yrs


  6. - Top - End - #36
    Barbarian in the Playground
     
    Chimera

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    Default Re: [D&D 5e] Darkness of the Deep

    Brumli walks into the fray, standing between two rows of barrels in order to get to the centipede, and hammers its innards all over the floor. If the place wasn't abandoned, you'd have a very angry innkeeper to deal with.

  7. - Top - End - #37
    Barbarian in the Playground
     
    Allyzedl's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Check to see if Milo is still hidden behind the elf

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    Stealth check
    (1d20+8)[21]



    Milo runs towards the closest centipede and strikes with his shortsword.

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    Attack:
    (1d20+7)[21]
    Damage
    (1d8+5)[6]
    If hidden at beginning at start of turn additional Sneak attack damage:
    (2d6)[4]




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    Milo Tealeaf
    Lightfoot Halfling Rogue - Bounty Hunter - Thief - Lurker

    Str: 16 Dex: 20 Con: 14 Int: 15 Wis: 12 Cha: 10
    AC: 16 HP: 8 Initiative: +5 Speed: 25ft Vision: Normal
    Melee: +7 1d8+5 (Shortsword)

    Intelligent doors FTW

  8. - Top - End - #38
    Barbarian in the Playground
     
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    Default Re: [D&D 5e] Darkness of the Deep

    Milo kills the second and final centipede, leaving the five rats.

  9. - Top - End - #39
    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: [D&D 5e] Darkness of the Deep

    Carric fires a beam of blue-tinted white light at one of the rats.

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    To hit (1d20+3)[13], Damage (1d6+3)[9], and the rat is slowed by 10 ft.

    I'm using the maneuver Parry, so incoming damage from the first attack toward me is reduced by (1d6)[2]

  10. - Top - End - #40
    Barbarian in the Playground
     
    Chimera

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    Default Re: [D&D 5e] Darkness of the Deep

    The largest rat suddenly finds itself encased completely in ice. There are four rats remaining, and one of them is a lot bigger than the others, even bigger than Milo.

  11. - Top - End - #41
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: [D&D 5e] Darkness of the Deep

    Brokanas points at the large rat and fires a beam of ice from his finger

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    ray of frost attack (1d20+6)[11] damage (1d6+3)[5]

  12. - Top - End - #42
    Barbarian in the Playground
     
    Allyzedl's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Milo tries behind Brokanas before taking any action. Then darts at the closest standing rat and attacks.

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    Stealth check to hide:
    (1d20+8)[9]
    Attack Roll:
    (1d20+7)[26]
    Damage Roll:
    (1d8+5)[9]
    Sneak attack additional damage, if hidden from rat:
    (2d6)[9]

    Intelligent doors FTW

  13. - Top - End - #43
    Barbarian in the Playground
     
    Chimera

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    Default Re: [D&D 5e] Darkness of the Deep

    Although you killed the centipedes and froze the two largest rats before they could reach anybody, the other three rats have managed to slink past your attacks and get to Milo and Brumli.

    Two of the rats surround Milo, and while he is distracted by one of them, the other bites his leg. Brumli uses his shield to block the path of the third rat so that it can't reach either of them.

    Enduring the pain in his leg, Milo stabs the rat that bit him. The rat slumps over in a puddle of its own blood, leaving only two rats.

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    Milo takes 5 piercing damage, reducing him to 3 HP.

  14. - Top - End - #44
    Orc in the Playground
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    Default Re: [D&D 5e] Darkness of the Deep

    With a flick of his wrist, Brumli shakes the residual centipede off his warhammer and takes a hefty swing at one of the remaining rats.

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    Attack: (1d20+6)[24]
    Damage: (1d10+4)[7]

    Summary:
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    Brumli Grimnar
    Mountain Dwarf Cleric of War

    Str: 18 Dex: 12 Con: 14 Int: 12 Wis: 17 Cha: 10
    AC: 18 HP: 10 (1d8HD) Initiative: +1 Speed: 25ft Vision: Low-light
    Melee: +6 1d10+4dmg (Warhammer) Magic: +5 1d8+4 (Radiant Lance)
    Intimidate:+3, Religious Lore:+4, Spot:+6, Survival:+6
    Description: good male 4'5" 195lbs brown eyes dark grey beard medium 43yrs

  15. - Top - End - #45
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    Default Re: [D&D 5e] Darkness of the Deep

    Mortimer the Warlock Magic-User


    Mortimer audibly groans as his eldritch blast fails to destroy - let a lone hit - the centipede. "Perhaps I should change targets!" The Warlock conjures a purple and pink ball of energy in his hands and flings it at one of the rats that are harassing poor Milo. Following the blast, Mortimer skulks back a bit towards the exit. "Killed by a rat" was not the epitaph the Hill Dwarf wanted to be remembered by.

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    Move: Move back towards the staircase/ladder.
    Attack Action:

    Name: Eldritch Bolt
    Target: Rat near Milo
    Attack Roll: (1d20+7)[18]
    Damage: (3d6)[11]
    Last edited by Felhammer; 2012-08-28 at 11:36 PM.
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  16. - Top - End - #46
    Barbarian in the Playground
     
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    Default Re: [D&D 5e] Darkness of the Deep

    The room falls quiet as the rats take their last wheezing breaths. What do you do next?

  17. - Top - End - #47
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    Allyzedl's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    As he hobbles around the room, holding his leg, "Can anyone help me out here, that rat hit it and it hurts quite a bit."
    Intelligent doors FTW

  18. - Top - End - #48
    Orc in the Playground
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    Default Re: [D&D 5e] Darkness of the Deep

    "Let me have a look at it, I know a thing or two about wounds." Brumli says as he kneels down for a better look at Milo's leg. After a quick examination, the dwarf vigorously rubs his hands together and and grabs the halflings leg. A warm glow flickers between his fingers as he mutters a short prayer. "Bah, you'll live. Next time, dodge to the left a bit quicker." He says with a wry grin.

    "Now lets see if there's anything here that was worth that bit o' trouble." Brumli starts rummaging through the cellar looking for things of use.

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    Cure Light Wounds: (1d8+4)[6] (minimum heals full)

    Perception:(1d20+6)[21] Not sure what skill is used for search (or if one is needed)

  19. - Top - End - #49
    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: [D&D 5e] Darkness of the Deep

    Carric will search for any alcoholic beverages, as well as TREASURE.

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    (1d20-1)[7] if needed

  20. - Top - End - #50
    Barbarian in the Playground
     
    Chimera

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    Default Re: [D&D 5e] Darkness of the Deep

    While searching the shelves, Brumli finds a jar that contains coins instead of food. It contains mostly silver and electrum, with a few gold pieces hidden there too. There are at least 100 coins, probably more, and any adventurer who knows their way around money could estimate the value to be around 50 gold, but it will take a longer time to count it all out exactly.

    What's even more interesting is another trapdoor on the floor, partially hidden behind the stacks of barrels. This door looks very different from the construction of the inn, and more recently used.

    Carric looks around the room and notices that there is a second exit. Bulkhead doors lead outside, on the same wall that the kobolds were heading towards before they scurried back into the forest.

  21. - Top - End - #51
    Barbarian in the Playground
     
    Allyzedl's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Milo walks over to the trap door and inspects it for traps.

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    Find and Remove Traps check:
    (1d20+6)[23]
    Intelligent doors FTW

  22. - Top - End - #52
    Barbarian in the Playground
     
    Chimera

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    Default Re: [D&D 5e] Darkness of the Deep

    Milo can say with pretty good certainty that there are no traps on the trapdoor.

  23. - Top - End - #53
    Barbarian in the Playground
     
    Allyzedl's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Milo kicks open the trap door and jumps back behind the barrel and hides.

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    Stealth check:
    (1d20+8)[9]
    Intelligent doors FTW

  24. - Top - End - #54
    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: [D&D 5e] Darkness of the Deep

    Carric tries the bulkhead doors to see if they will open.

  25. - Top - End - #55
    Barbarian in the Playground
     
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    Default Re: [D&D 5e] Darkness of the Deep

    The bulkhead doors are locked from the outside.

    After Milo opens the trapdoor, you can hear that there is no sound coming from the tunnel it leads into. However, it is pitch black inside.

  26. - Top - End - #56
    Ettin in the Playground
     
    Felhammer's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Mortimer the Warlock Magic-User

    Mortimer scratches his scraggly beard as he peers into the abyss. He retrieves a torch from his backpack and uses his tinderbox to light it. The torch sizzles to life, its bright, warm glow sheds light out to sixty feet. Smiling, he says, "Ah, d'ere we go. I'll be standin' near da' back as we descend inta dat d'ere pit. D'is torch should be more d'en enough light for our purposes."
    Last edited by Felhammer; 2012-08-30 at 07:13 PM.
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  27. - Top - End - #57
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: [D&D 5e] Darkness of the Deep

    "That might be a bad idea, from the looks of those kobolds they were coming in here for the food, and when they ran off they went to get renforcments. We should put someone tough at the back"

  28. - Top - End - #58
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    Allyzedl's Avatar

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    Default Re: [D&D 5e] Darkness of the Deep

    Milo suggests, "Or we could lock it from the inside, and investigate what is in the trapdoor."
    Intelligent doors FTW

  29. - Top - End - #59
    Orc in the Playground
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    Default Re: [D&D 5e] Darkness of the Deep

    "If we lock the doors from the inside we'll need to lock the door from the bar too. Otherwise they'll just come 'round the way we did." Brumli says as he peers into the open trapdoor. "How about we see whats down there before we start boarding things up."

    The cleric climbs down the trap door and surveys the area as his eyes adjust to the dim light.

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    if needed
    perception: (1d20+6)[15]

  30. - Top - End - #60
    Barbarian in the Playground
     
    Chimera

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    Default Re: [D&D 5e] Darkness of the Deep

    In the light from the torch, Brumli sees a long, dirty tunnel that turns a corner somewhere and fades into the darkness. Does the group venture down the tunnel to see if this has to do with the kobolds?

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