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  1. - Top - End - #121
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    [Perception 18]: The archer carries more scars and signs of battle than the others. It seems like he is the weakest of them, or the one who gets beat up the most whenever they fight as a team. Basically, he's the weak link of the party.

    [Religion 20]: Herbet and Lord Zinro are aware of the Vampire Spawn's [Regeneration], [Vampire Weaknesses] and [Damage Reduction: Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks]. You can pass on that knowledge to other PCs by yelling, at the cost of half of your movement for the round.

    [Religion 15]: You're aware of [Vampire Weaknesses].

    Spoiler: Vampire Weaknesses
    Show
    The vampire has the following flaws:
    Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
    Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
    Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
    Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

    [Arcana 15]: Expect up to 2nd level Wizard spellcasting.

    [Religion/Nature 15]: Expect up to 2nd level Druid spellcasting.

  2. - Top - End - #122
    Bugbear in the Playground
     
    Zombie

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Not sure if you want us to make BOTH an Arcane and a Religion check for Bull's Strength; I'll make both rolls, but would use Arcana if it's an either or.

    Arcana: (1d20+8)[24]
    Religion: (1d20+4)[21]

  3. - Top - End - #123
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    In this case yes, one for the Wizard, the other for the Druid. Although since the spells are similar, one could assume they're the same through logic.

  4. - Top - End - #124
    Titan in the Playground
     
    TaiLiu's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Yikkol doesn’t know too much about magic, so I’ll skip the INT checks.

    I do want you all to know that I whipped out the Pythagorean theorem to calculate if I’d get disadvantage to shoot back at the ranger vampire. It’s about 97 feet away, which is just under the 100/400 feet range of the heavy crossbow. I got lucky—a little further would mean no sneak attack.

    EDIT: Assuming the Druid is the shirtless one, anyway. If the one without a shirt is the Ranger, he’s even closer.
    Last edited by TaiLiu; 2023-09-08 at 01:50 AM.

  5. - Top - End - #125
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Nice math!! And actually yes, the Ranger is the shirtless one. Sorry if it was too confusing lol

  6. - Top - End - #126
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    J-H's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Dex save (1d20-1)[4]

  7. - Top - End - #127
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    TaiLiu's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Friendly reminder: if you ate Bori's snacks, you have 4 temporary hit points. I forgot about them until I looked at my character sheet and saw them written down.

    Quote Originally Posted by dangelo View Post
    Nice math!! And actually yes, the Ranger is the shirtless one. Sorry if it was too confusing lol
    No worries! Some of them are obvious, but it was unclear which was ranger and which the druid.
    Last edited by TaiLiu; 2023-09-08 at 02:57 PM.

  8. - Top - End - #128
    Archmage in the Playground Moderator
     
    truemane's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Rolls!

    Shove (rolling with Advantage): (1d20+12)[22], (1d20+12)[24]
    Grapple (rolling with Advantage): (1d20+12)[18], (1d20+12)[18]

    Both of these are opposed by the Spawn's Athletics or Acrobatics check.

    Technically, it takes half your movement to stand up from prone, and the Grappled condition reduces your speed to 0. So the Spawn (assuming it's both Shoved and Grappled, will attack at Disadvantage and be attacked at Advantage until it uses its Action to break the grapple.

    (Just in case it does do that, here's my opposed Athletics Checks: (1d20+12)[30], (1d20+12)[31])

    EDIT: It's so weird how none of those rolls really benefitted from Advantage.
    Last edited by truemane; 2023-09-08 at 09:07 PM.
    (Avatar by Cuthalion, who is great.)

  9. - Top - End - #129
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    J-H's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Advantage on my Spiritual Weapon attack if the vampire is prone (1d20+8)[23]+(1d4)[3] Bless

  10. - Top - End - #130
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    [Yikkol]
    Archer suffers [28] magical piercing damage.

    [Herbert]
    Knight suffers [4] radiant damage.
    Spiritual weapon misses.

    [Bori]
    Nature/Religion from the Druid Spawn to identify the Bless spell, DC 11 (10 + level of the spell)
    (1d20+3)[15]

    [Asha]
    Knight suffers [8] thunder damage.
    Second attack misses.

    [Lord Zinro]
    Arcana from the Wizard Spawn to identify the Haste spell, DC 13 (10 + level of the spell)
    (1d20+3)[6]

    [Rue]
    Sir Theodore's Athletics check against Shove, DC 24
    (1d20+6)[14]

    Sir Theodore's Athletics check against Grapple, DC 18
    (1d20+6)[19]

  11. - Top - End - #131
    Bugbear in the Playground
     
    Zombie

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Pre-emptively rolling a Dex save. Luckily, Prone doesn't affect Dex saves; but I might be in trouble for follow up attacks.

    Dex save: (1d20+2)[17]

  12. - Top - End - #132
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Wizard Spawn
    (1d20+6)[19] disadvantage to attack Zinro while Prone

  13. - Top - End - #133
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Wizard's concentration check against fall damage to maintain Bull's Strength, DC 16
    (1d20+3)[14]

    Druid's fall damage: (9d6)[21]

    Druid's concentration check against fall damage to maintain Bull's Strength, DC will depend on Rue's dex save
    (1d20+3)[17]

  14. - Top - End - #134
    Bugbear in the Playground
     
    Zombie

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    Default Re: [OOC] Expedition to Castle Ravenloft

    First order of business, evade the grapple.

    Lord Zinro will attempt to evade the grapple from the Wizard Spawn using Acrobatics.

    (1d20+2)[4] vs 8

    Sheesh...
    Last edited by The Commander; 2023-09-09 at 08:37 AM.

  15. - Top - End - #135
    Bugbear in the Playground
     
    Zombie

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Therefore Zinro gets the fangs.

    No real way to avoid getting hit at this time, so I'll eat the 10 damage. I believe my max HP is reduced by 6 from the Necrotic damage as well. Please let me know if that's wrong.

    Concentration check to keep up Haste:

    (1d20+1)[11] vs 10

  16. - Top - End - #136
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Yes, your max HP is decreased by 6 until you Long Rest, and the wizard heals the same amount

  17. - Top - End - #137
    Archmage in the Playground Moderator
     
    truemane's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Rolls!

    Resist Grapple (Advantage due to Rage): (1d20+12)[25], (1d20+12)[31]
    Dex Save (Advantage due to Danger Sense): (1d20+3)[6], (1d20+3)[16]

    Shove Sir Theodore (Advantage due to Rage): (1d20+12)[13], (1d20+12)[29]
    Claws Sir Theodore (Possible Advantage if Prone):
    -(1d20+12)[27] (if prone (1d20+12)[27]), (1d6+5)[7] Magical Slashing Damage
    -(1d20+12)[25] (if prone (1d20+12)[32]), (1d6+5)[7] Magical Slashing Damage

    If either of the above are successful, Initiate Grapple as a Bonus Action:
    -Grapple (Advantage due to Rage): (1d20+12)[28], (1d20+12)[21]
    (Avatar by Cuthalion, who is great.)

  18. - Top - End - #138
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    Dr.Samurai's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Crit damage roll on thunder gauntlet vs wizard spawn (1d8)[5]

  19. - Top - End - #139
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    How do you guys feel about houseruling the critical hit rule to:

    Full damage dice + normal dice roll

    Example: Greatsword would roll 12 + 2d6 + Strength

  20. - Top - End - #140
    Bugbear in the Playground
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    Default Re: [OOC] Expedition to Castle Ravenloft

    Bori attacks the prone wizpire twice with advantage. He'll put a level one Smite on one if they hit, preferably one that crits

    (1d20+9)[27] or (1d20+9)[14] for (1d8+5)[7]
    (1d20+9)[11] or (1d20+9)[11] for(1d8+5)[9]

    Smite if at least one hits (2d8)[5]

  21. - Top - End - #141
    Bugbear in the Playground
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    Default Re: [OOC] Expedition to Castle Ravenloft

    Ugh, forgot to increase Smite fir undead (1d8)[6]

  22. - Top - End - #142
    Bugbear in the Playground
     
    Zombie

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Quote Originally Posted by dangelo View Post
    How do you guys feel about houseruling the critical hit rule to:

    Full damage dice + normal dice roll

    Example: Greatsword would roll 12 + 2d6 + Strength
    I personally use this rule, exactly as you describe; so this gets my vote.

  23. - Top - End - #143
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    TaiLiu's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Quote Originally Posted by dangelo View Post
    How do you guys feel about houseruling the critical hit rule to:

    Full damage dice + normal dice roll

    Example: Greatsword would roll 12 + 2d6 + Strength
    My vote (which I think is a minority vote) is against. I think it makes combat a lil too swingy.

  24. - Top - End - #144
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Resolving Round Two:

    [Lord Zinro]
    - Chill Touch misses (13).

    [Rue]
    - Druid Spawn takes full damage from the fall and maintains concentration on Bull's Strength.
    - Sir Theodore cannot resist Shove at DC 29 (his modifier is +6) and falls prone.
    - Sir Theodore suffers [7] Magical Slashing Damage then [14] Magical Slashing Damage (crit).
    - Sir Theodore cannot resist Grapple at DC 28 (his modifier is +6) and is Grappled.

    [Asha]
    - (30) and (29) hit, plus crit. Sir Theodore suffers [15], then [10], then [21] Thunder damage.

    [Herbert]
    - Sir Theodore suffers [4] Force damage.

    [Bori]
    - (27) hits, (11) misses. Wizard Spawn suffers [7] Magical Piercing and [11] Radiant damage.

    [Yikkol]
    - (18) hits. Sir Theodore suffers [13] Piercing damage.

  25. - Top - End - #145
    Bugbear in the Playground
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    Default Re: [OOC] Expedition to Castle Ravenloft

    Bori's opportunity attack (1d20+9)[18] for (1d8+5)[6] Magical piercing damage

  26. - Top - End - #146
    Bugbear in the Playground
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    Default Re: [OOC] Expedition to Castle Ravenloft

    Forgot we were pre-rolliing for enemies

    Wiz Str or Dex save (1d20)[10]

  27. - Top - End - #147
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Quote Originally Posted by dangelo View Post
    Wizard Spawn takes the Dash action, triggering Attacks of Opportunity from both Bori and Asha, and moves 60 ft. It takes 10 ft. just to walk the last square within Herbert's spell, leaving 50 ft. She reaches the wall with 15 ft. and climb 35 ft.
    Corrected to:

    Wizard Spawn spends 15ft of movement to get up and takes the Dash action, triggering Attacks of Opportunity from both Bori and Asha. It takes 10 ft. just to walk the last square within Herbert's spell, leaving only 35 ft. She reaches the wall with 15 ft. and climbs 20 ft.
    Last edited by dangelo; 2023-09-11 at 06:21 AM.

  28. - Top - End - #148
    Archmage in the Playground Moderator
     
    truemane's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Attack of Opportunity: (1d20+9)[10]+(1d4)[2] for (1d6+7)[11]

    Attacks on Sir Theodore:
    Beginning of Turn Unarmed Fighting Style Damage: (1d4)[4]
    Attack 1: Claw, Claw (w/Advantage)
    -(1d20+9)[17]+(1d4)[2], (1d20+9)[19]+(1d4)[4] for (1d6+7)[8]
    -(1d20+9)[22]+(1d4)[4], (1d20+9)[22]+(1d4)[1] for (1d6+7)[12]
    Attack 2: BITE! (see how he likes it!)
    -(1d20+9)[29]+(1d4)[4], (1d20+9)[22]+(1d4)[1] for (1d4+7)[9]

    If any of that kills Sir Theodore, I'll turn around and Leap up and grab the wall as close the Spawn as I can (mostly for fun). So about 5ft across and 30ft up. Path of the Beast lets me make an Athletics Check and extend my leap by the many feet.

    Long Jump (no running start): 9 feet (plus whatever I roll, below)
    High Jump (no running start): 4 feet (plus whatever I roll below)
    Athletics: -(1d20+9)[19], (1d20+9)[11]

    (if I don't roll high enough, I'll Wall Crawl the remainder)
    (Avatar by Cuthalion, who is great.)

  29. - Top - End - #149
    Archmage in the Playground Moderator
     
    truemane's Avatar

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    Default Re: [OOC] Expedition to Castle Ravenloft

    Attack of Opportunity: (1d20+9)[10]+(1d4)[1] for (1d6+7)[8]

    Attack 1 on Druid:
    -Claw 1: (1d20+9)[15]+(1d4)[4] for (1d6+7)[8]
    -Claw 2: (1d20+9)[16]+(1d4)[3] for (1d6+7)[10]

    Attack 2 on Druid:
    -Claw: (1d20+9)[17]+(1d4)[1] for (1d6+7)[10]

    Assuming I connect with one of the claws, Bonus Action to Grapple:
    -Grapple (w/Advantage): (1d20+12)[13], or (1d20+12)[14]
    (Avatar by Cuthalion, who is great.)

  30. - Top - End - #150
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [OOC] Expedition to Castle Ravenloft

    [Yikkol]

    29 magical piercing damage on Wizard Spawn.

    [Herbert]

    10 radiant damage on Wizard Spawn.

    [Rue]

    8 magical slashing damage on Druid Spawn (Attack of Opportunity).
    Druid Spawn rolls 12 to resist Grapple and is Grappled.

    [Asha]

    10 thunder damage on Wizard Spawn.

    [Bori]

    8 magic piercing damage on the Wizard Spawn.

    [Lord Zinro]

    14 fire damage on Wizard Spawn.
    Last edited by dangelo; 2023-09-14 at 08:53 AM.

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