Loudwater

Loudwater

Saturday, 17 April 2021

Helix & the Barrowmoor

 Barrowmaze PC Group

1. Mirabelle Cumin (Jelly) Human female Wizard-3 XP 915/2700 AC 11/14 HP 20 P-PER 9 P-INV 13 

2. Ulric Iceshadow (Rich) Human male Fighter-1 XP 165/300 AC 19 HP 12 P-PER 11 P-INV 10 P-INS 11

3. Herald Estrange (Jack), Tiefling male Warlock-1 XP 0/300 AC 13 HP 10

4. Kaalih (Silvia), Tiefling female Sorcerer-1 XP 0/300




The penniless PCs have slowly migrated, one-by-one, to a backwater village called Helix in the gods-forsaken middle-of-nowhere. You overheard a group of loudmouth adventurers called the Bastards of Bogtown talking about the gold and jewels they recovered from a barrow mound in the swamp. Hey, that sounds like a good idea!

Depending on their backgrounds, PCs may have their own reasons for investigating the Barrowmaze, eg a Wizard PC might be apprentice to the local wizard Mazzahs the Magnificent & seeking to recover lost knowledge of the old Nars. A Cleric or Paladin might be serving the Church of St Sollars and investigating reports of the dead rising out on the Barrowmoors.



The Barrowmoor

The Barrowmoor

The Brazen Strumpet Inn, Helix

Brazen Strumpet - Upper

Brazen Strumpet - Lower


The Barrowmoor

Within the marsh, an obscuring
fog hangs heavily on the landscape and easily disorients travelers. At dusk the fog is nearly impenetrable and the moon casts an eerie glow across the moor. The air feels thick and hard to breath. The marsh smells of rot and decay. The ground of the Barrowmoor is soft and footprints quickly fill with dark peat-coloured water. The bog is difficult to navigate due to the tangled and near impenetrable mass of decaying trees, weeds that stand seven feet high, knotted vines, and deep pools of black swamp water. The moor is an unnervingly silent place. Occasionally the deep croak of a bullfrog can be heard before it plops into the water, or perhaps the distant caw of a raven, but otherwise the moor is strangely quiet. For much of the year the Barrowmoor is near impenetrable. During the fall, winter, and early spring the marshland is simply too soggy and water-covered to traverse on foot, and flat bottomed boats or rafts become the only means of ingress.

The Blackened Forest
The Blackened Forest is a dark swampy woodland a few miles north of Helix. Some say the trees have turned black from the peat of the Barrowmoor and others say that a greater evil has poisoned the forest. The wood is said to harbor all manner of monstrous creatures including goblins, froglings, bugbears, trolls, and giant spiders. During the spring and summer months the villagers of Helix, accompanied by a group of men-at-arms, attempt to harvest the extremely valuable giant spider silk from the forest. Only a couple villagers (including Valeron the Elf and Vina the miller’s wife) possess the skill to weave
giant spider silk. Some say the clothing made from the silk possesses unique properties. The majority of the silk harvest is transported by the Silver Standard Merchant Caravan Company to Ravensburg. In addition, a white marble ruin—perhaps an ancient temple—is said to exist in forest north of Helix.

Helix Village
Population: 632
Alignment: Lawful Neutral
Demographics: Primarily human with a few
dwarves, elves, half-elves, and halflings.
Political Structure: (Noble Family—Hereditary)
Krothos Ironguard 
Industry and Trade: Dried Peat, Livestock (goats),
Agriculture (subsistence)
Maximum Spell Level: 3 (Mazzahs the Magnificent, Brother Othar).
The village of Helix is located between the northern edge of the Barrowmoor and south of the Blackened Forest. Humans established the village two centuries ago atop the ruins of a much older settlement. The location affords good access to water, wood from the forest, and fuel supply in the form of harvested peat moss from the bog. 
The people of Helix are a mixed group. The remote location of the village, on the western edge of Damara and far removed from civilized society, means the townspeople are either hardy frontiersmen who make the village their home or scoundrels and knaves seeking refuge in the distant corners of the realm. The time of year also influences the village population. Helix appears relatively quiet during the rainy season in the fall and winter months. During this time, only the foolish would attempt to cross the marsh (even highly skilled rangers and druids would think twice). The water level rises during the
rainy season and it makes traversing the ground a perilous undertaking. Instead, most wait until the late spring or early summer to navigate the Barrowmoor.
Many folk tales and legends are told in Helix. Of these stories the undead are the most persistent. Village elders agree that the sightings of strange human-like figures shuffling through the fog are a growing threat to their communities. Some locals in Helix blame adventurers for these disturbances and say the barrow mounds must be left alone and that the dead must not be disturbed.
Each fall, the people of Helix celebrate the harvest by constructing a large effigy of Green Man (Silvanus) or Herne in the village square made of dried peat, reeds, and hay. The villagers, wearing masks symbolizing the animals of the swamp and forest, surround the effigy with sacrifices, conduct prayers, and then light it aflame on the night of the Autumnal Equinox. This is followed by a celebration of drinking, singing, and dancing. The church of St. Sollars discourages this longstanding practice.

Places of Note: Village Map of Helix

1. Village Square (central meeting place and marketplace) 
This is the central meeting and marketplace in the village. The village crier makes announcements each day at noon from a dais in the center of the square. These announcements normally gather a large crowd and provide an excellent opportunity to learn news or attempt to find hirelings or henchmen, beyond those available in the Mercenary
Guild. There is also a pillory in the square that serves as a deterrent for criminals and thieves.

2. Turgen’s Trade Goods 
Billworth Turgen, a merchant, has provided basic equipment and trade goods to the villagers of Helix for decades. He also serves as the local agent for the Silver Standard Caravan Company.

3. The Axe and Anvil 
Karg Barrelgut is the lead hammer at The Axe and Anvil smithy. Barrelgut is a fine craftsman and serves the village in the varied roles of blacksmith, armourer, and weaponsmith, as needed. His young cousin, Gern, works as his apprentice.  One can purchase a broadsword here (same stats as longsword, but one-handed only) from the Axe and Anvil for only 8gp. The broadsword is the favoured weapon of many warriors in the region. Karg can provide all standard weapons (except bows and arrows), and standard armor types other than plate (breast, half or full).

4. Mercenary Guild
This building serves as the home of the mercenary guild in Helix. Osen, the Guildmaster, created a
business for himself recruiting men-at-arms, classed henchmen, porters, torch-bearers, and guides to serve adventurers and expeditions into the Barrowmoor and the surrounding region.

5. The Silver Standard Merchant Caravan Company 
This building serves as the supply depot for the Silver Standard Merchant Caravan Company in Helix. Trade goods are both delivered and loaded at this location. Billworth Turgen oversees each shipment personally and normally has a small crew of men to load and unload the caravans.

6. The Shrine of St. Sollars is a small church in the center of the village. Most villagers in Helix pray to both the ancient gods and the new. The Shrine of St. Sollars, in particular, has been successful in establishing a small religious following. Brother Othar (Priest/level 5 caster) and his under-clerics Cella and Gamdar Half-Orc (both Cleric 2) oversee the shrine and tend to the needs of the villagers regardless of their faith.

7. The Rosy Quartz Jeweler and Money Lender
This is the shop of Harnold Huwen Reginald (or H.H.R) Huffnpuff, the primary jeweler and money lender in the village. Huffnpuff can provide several services for adventurers. These include the appraisal of gemstones and precious treasures, exchange of these items into gold pieces, and banking services.

8. The Brazen Strumpet (Tavern)
The Brazen Strumpet is the heart and soul of the village. Bollo the Barkeep owns the tavern and employs three barmaids Taycee, Urgritte, and Merda. The tavern is usually quiet in the mornings and early afternoons. Patrons normally start arriving in the late afternoon and the music and merriment continues until Bollo closes the bar in the wee hours of the morning.

9. The Foul Pheasant
Pernicious “Perni” Ticklebottom owns and operates the only gambling house in Helix. Although she attempts to pass her business off as a simple, seedy tavern to the locals, Perni’s primary business is gambling and, to a lesser degree, prostitution.

10. Wizard’s Spire
This decaying spire is the home of Mazzahs the Magnificent (Wizard 6). The spire itself is impressive
especially the observatory. However, the structure is in disrepair and the sides are covered in green moss. A sign on the door reads “Do not disturb!” Mazzahs is said to be quirky and grouchy. He prefers to be left alone to work on his experiments, read arcane lore, and study the cosmos through his makeshift observatory at the top of the spire.

11. Bowyer/Fletcher
This is the home of Valeron the elf. Valeron is a bowyer and fletcher. One can purchase short/longbows and arrows from him at standard prices; Valeron is said to be the finest bowyer in the region. He can even craft enchanted elven bows using the finest yew.Valeron also possesses the knowledge and skill to weave giant spider silk from the Blackened Forest into fine garments, cloaks, robes, or rope.

12. Grain Mill
Hendon the miller, his wife Vina, teenage son Tamson, and boy Yusef, live here. Hendon is a capable man (a retired Ranger) and occasionally walks the moor in defense of the village.

Personalities of Helix

Mazzahs the Magnificent is a strange mage who makes his home in Helix. Mazzahs gives a poor first impression. His left eye is slightly larger than the right, giving him a bug-eyed appearance. His wizard cap is bent and his robes are decorated with small charms and knick-knacks that jingle together as he walks.

Bollo, Owner and Barkeep of The Brazen Strumpet, was a stout warrior in his youth. The barrelchested Bollo retired from adventuring to open The Brazen Strumpet after he took an arrow to the knee. Bollo is known as an honest and fair-dealing man. He has a loud and ready laugh. He feeds Alaster the village idiot for free, prays to Herne, and supports the local shrine. He normally wears a worn leather apron and his old warha mmer and shield hang behind the bar. It's said that Bollo has heard every Barrowmaze story and is a wealth of information on the dungeon.

Taycee the Barmaid seems the archetype of the feminine, buxom, red-headed barmaid. She is pretty but sarcastic with a droll sense of humor. She has worked for Bollo for years and has heard most of the rumors regarding Barrowmaze. 

Urgritte the Barmaid  is strong and tall, and yet possesses a feminine build. She has long, pleated, golden blonde hair. Urgritte appears of Narish stock and has a strong Nar accent. She has worked at The Brazen Strumpet for a few months.

Merda the Barmaid is beautiful but shorter and with a more slender build than the other barmaids due to her half-elven heritage. She is short-tempered and is always late serving tables. She seemingly cares little for most folk.

Karg Barrelgut the Blacksmith serves as the blacksmith, weaponsmith, and armorer for the village of Helix. Karg possesses a dark sense of humor and is quick to develop humorous nick-names for his patrons. Karg is well known within Helix.  Karg speaks broken common and prefers to conduct business in Dwarven, if possible. He has a young dwarf, Gern, who serves as his apprentice.

Brother Othar of St. Sollars  is well-groomed and makes an excellent first impression. He seems devoted to establishing St. Sollars as the primary deity in Helix and the surrounding area.

Cella the Devotee; rescued as an orphan and raised by Othar, Cella is a devout follower of St. Sollars. She has short black hair and piercing pale blue eyes. She is quiet and reserved.

Gamdar the Acolyte  recently joined the faith of St. Sollars in Helix. His mixed blood gives him a strange appearance. He has two small tusks that jut from either side of his mouth and this makes his speech difficult to understand.

Krothos Ironguard is the epitome of impetuous youth. Unlike his late father Sir Kell he looks down on the villagers of Helix and treats the people with disinterest. He is brash, a braggart, and has accomplished little in his life. Krothos is always accompanied by two burly bodyguards (Baddock and Kantin). They typically wear chainmail (with the tabards of House Ironguard) and carry longswords. Krothos has delved into Barrowmaze once. He brags often about the experience. Krothos can often be found in The Foul Pheasant gambling and whoring. In his effort to exert more power and influence Krothos hired a new advisor, Ollis Blackfell.

Valeron the Elf stays in the  village and plies his trade as a bowyer and fletcher. Valeron is a handsome and lithe Elf. He has sharp features and long jet black hair. He greets most non-elves with an aloof disapproving gaze, but regardless of his first impression no one can question the quality of his work. Valeron is the finest bowyer and fletcher in the region.

Guildmaster Osen, a retired former adventurer with grey receding hair, came to Helix last summer when he heard of the discovery of a great field of Barrow Mounds in the Barrowmoor. Although his adventuring days are now behind him, Osen created a mercenary guild to represent and organize local labour. The recent rumours of gold and treasure in Barrowmaze ensure Osen has a steady stream of desperate (and greedy) ne’er-do-wells hoping to make a quick gold piece.

Billworth Turgen owns Turgen’s Trade Goods in Helix and also serves as the local agent for the larger Silver Standard Merchant Caravan Company. He is very friendly with a bald head and a short round body. His appearance belies his nature as a shrewd businessman.

Alaster the Village Idiot is a terrible sight to behold. He wears old dirty clothes and smells like ale, vomit, and feces. His hair is a tangled mess matted with mud.

Madam Pernicious “Perni” Ticklebottom  is a halfling who once tried her hand at adventuring but decided she was better suited to a life of comfort. She appears cherub-faced and is always overdone with makeup. Perni is excellent at reading people and can play shy or aggressive, as the situation or client demands. She established The Foul Pheasant tavern and gambling house largely due to the influx of mercenaries Spring 1359 DR.

Harnold Huwen Reginald (or H.H.R) Huffnpuff plies his trade as a jeweler and money lender in the village of Helix. He has a head of curly brown hair and a broad smile that seems to extend almost from ear to ear. He always introduces himself to new clients in grand fashion saying, “H.H.R Huffnpuff, jeweler, money lender, and purveyor of ancient antiquities. How may I be of service?” Huffnpuff comes from a long line of jewelers. He has a keen eye for appraisal and a shrewd mind for business. He will happily exchange treasures for gold pieces.

Hendon the Miller is emblematic of the tough, hardy villagers that make Helix their home. Prior to raising a family, Hendon served as a Ranger in protection of the village. He is viewed as a local hero of sorts, and villagers still tell stories of his bravery in defending the village against a host of Bullywugs that attacked Helix decades ago. Hendon is a proud and capable man. His sons Tamson and Yusef want to learn to walk the moors like their father.



Monday, 12 April 2021

FA2 3/10/59 Underhall (310 XP)

 


Simon N. (GM):Two hideous slavering two headed beasts appear in the west tunnel, jaws dripping foaming black saliva
Jelly:Finally! Sorry Simon it was stuck loading!
Simon N. (GM):(I just stayed logged in all day - the problem is loading it up, it's fine when you're in)
Arian:...they sound like charmers
Gorlock (Tony):Trystan's go
Simon N. (GM):Hi Jelly!
Gorlock (Tony):ooc- I think we have too much content...
It all downloads
Greeba (Jelena):(Except loading used to take 5 minutes, no wit's more than 10 before it stabilises)
Simon N. (GM):OK can maybe move Thibault down the init order when Phil logs in
Jelly:Isn't it Thib's go
?
Gorlock (Tony):Thib's not here
Simon N. (GM):#Trystan
Jelly:Oh ok now it's changed, sorry!
Trystan:
FOR DESCRIPTION ONLY
Shatter
Evocation 2
Casting Time: 1 action
Range: 60 feet
Target: A point of your choice within range
Components: V, S, M (A chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher LevelsWhen you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
SPELL SAVE DC: 10
I'll cast Shatter on the Death dogs
Simon N. (GM):OK the sound booms through the ancient halls..
roll dmg
Trystan:
rolling 3d8
(
8
+
5
+
7
)
=
20
Simon N. (GM):
Constitution
Death Dog
Ability: 4
Constitution
Death Dog
Ability: 21
Trystan:(OOC I just said to the others Simon that I am probably a 'Fool of a Took' now lol
Simon N. (GM)::D
20 dmg to 1st, 10 to 2nd
Trystan:Nice!
(hopefully worth it)
Simon N. (GM):The first one
's ears are bleeding
Trystan:(OOC don't try to make me feel sorry for it lol)
Gorlock (Tony):
19
120
Eldritch Blast (+6)
8force
Simon N. (GM):end turn?
Trystan:Yes please
brb
Thibault of Brandiar (Phil):I'm back. Hi everyone! :-)
Arian:Hiya!
Simon N. (GM):3/4 cover so +5 AC from there, AC 12 so stlll hits, 8 dmg. HI P!
Thibault of Brandiar (Phil):I'll play at the end of the round. No problem!
Gorlock (Tony):
FOR DESCRIPTION ONLY
Hex
Enchantment 1
Casting Time: 1 bonus action
Components: V, S, M (petrified eye of newt)
Duration: Concentration Up to one hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
SPELL SAVE DC: 14
rolling 1d6
(
5
)
=
5
int save
Simon N. (GM):of course you were supposed to cast that before you hit it :)
Gorlock (Tony):ah
next time...
Simon N. (GM):#Thibault
Thibault of Brandiar (Phil):I move 30 feet to the entrance of the corridor and hit the one in front of me.
Thibault of Brandiar, Knight of Camarthen
Longsword with Channel Divinity{26}
Roll DamagesClick
Longsword with Channel Divinity (Thibault of Brandiar, Knight of Camarthen)
Slashing Damage6
Simon N. (GM):You hit it for 6
#Wisteria
Thibault of Brandiar (Phil):Rolled a 1 on the damage... :-(
Greeba (Jelena):
24
Warhammer (Two-Handed) (+6)
10Bludgeoning
(Sorry)
Gorlock (Tony):oops
Simon N. (GM):Jelly?
Gorlock (Tony):We've lost her
just disappeared
Simon N. (GM):ok #Arian
Arian:ok!
Gorlock (Tony):Jelly's here
Simon N. (GM):Hi Jelly
Gorlock (Tony):chaos monday
Trystan:Sorry was longer than expected
Simon N. (GM):#Wisteria #Arian
Gorlock (Tony):Wisteria's go
Arian:ok
Wisteria of Skullspire:Is anyobe badly wounded? Don't think so?
Gorlock (Tony):nope
Arian:I think we're all good
Greeba (Jelena):Not a scratch!
Wisteria of Skullspire:Ok Toll the Dead on D Dog
FOR DESCRIPTION ONLY
Toll the Dead
Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
SPELL SAVE DC: 12
Simon N. (GM):
Wisdom
Death Dog
Ability: 7
Thibault of Brandiar (Phil):Good
Wisteria of Skullspire:
rolling 1d12
(
8
)
=
8
Gorlock (Tony):sweet
Wisteria of Skullspire:Good.....good (rubs hands). Minions for Myrkul.........
Greeba (Jelena)::D
Simon N. (GM):It keels over
Wisteria of Skullspire:Muahahahahaha
Simon N. (GM):#Arian
Gorlock (Tony):hard to hit down that corridor
Arian:I use my crossbow, after I move
Simon N. (GM):the pillar is in the way
Gorlock (Tony):Arian can get a view though
Arian:Can I yell for Thibault to duck first?
Simon N. (GM):ok just T giving it +2 AC
AC 14
Arian:
24
80/320
Light Crossbow (+4)
6 + 2Piercing
Greeba (Jelena):Sweet!
Arian:"Take that, evil mutt!"
Thibault of Brandiar (Phil):I hear a swwooosh sound next to my ear...
Arian:"You don't deserve to lick Shaggy's paws!"
oh yeah it doesn't look like it did all the crit damage
Gorlock (Tony):shouldn't it be 2d8
crit
Arian:
rolling 1d8
(
3
)
=
3
Simon N. (GM):
21
 
 
24
120 ft
Chill Touch (+5)
4Necrotic
A ghostly hand claws the dog for 4
#Eamon
Gorlock (Tony):?
Elia
Dragonking1million :i run inside
action to dash
Sirondar Altur Banacath:"It's Eamon! Huzzah!
Eamon (Bill):end turn
Gorlock (Tony):sorry, It did the crit, it was ok 8 not 11
Thibault of Brandiar (Phil):Eamon! So good to see you!
Sirondar Altur Banacath:#Eamon
Simon N. (GM):#Greeba
Greeba (Jelena):Sorry, what is the range of a javelin?
Simon N. (GM):30' short
120 long
Gorlock (Tony):too many people in the way?
Greeba (Jelena):ah, and long with disad?
11
 
 
7
30/120
Javelin (+6)
9Piercing
Simon N. (GM):disad and cover yes you miss
Greeba (Jelena):looks like a miss!
end turn
Sirondar Altur Banacath:drops corroded sword, draws hand axe
18
 
 
8
Handaxe (+5)
Sirondar Altur Banacath
-2corrosion
11
Xarius Jaunesse (Max):OOC If Greeba has that short sword that Arian gave her, she could give it to poor Sirondar
Sirondar Altur Banacath:11 dmg
Xarius Jaunesse (Max):Why does the Handaxe have corrosion too?
Greeba (Jelena):OOC sorry, it's hanging in the Skulnar forge!
Sirondar Altur Banacath:it doesn't
hence 11 dmg, no -2
action surge
9
 
 
20
Handaxe (+5)
Sirondar Altur Banacath
9
miss :(
The death dog lunges...
Sirondar Altur Banacath:
Multiattack
Death Dog
The dog makes two bite attacks.
Simon N. (GM):
Death Dog
Attack: 16
Death Dog
Attack: 24
AC 18, 1 crit
rolling 2d6+2
(
1
+
6
)
+2
=
9
If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured.
23
 
 
24
CONSTITUTION SAVE (5)
Sirondar Altur Banacath
Arian:yikes, good job Sirondar
Greeba (Jelena):Good job!
Simon N. (GM):He shrugs off the diseased bite
rolling d20+4
(
20
)
+4
=
24
#Xarius
Gorlock (Tony):can't see him
Xarius Jaunesse (Max):can't reach anything
will just double move up
Gorlock (Tony):Tiff, can you scout to the east?
Wisteria of Skullspire:
FOR DESCRIPTION ONLY
Vicious Mockery
Enchantment Cantrip
Casting Time: 1 action
Range: 60 feet
Target: A creature you can see and that can hear you within range
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
SPELL SAVE DC: 10
Tiffany, Angelic Sprite:"Aye aye sir!" salutes
Trystan:Casting on the remaining Death Dog.
Tiffany, Angelic Sprite:you need line of sight
Trystan:'Mangy, useless cur!'
Oh darn yes I didn't see. Literally.
Can I get it if I move?
Simon N. (GM):move & see :)
that was 35 right?
Trystan:I don't have dynamic lighting on mine I don't think?
Simon N. (GM):but you can see it from there
Trystan:I find it hard to tell with the speed!
Yup just in range. i have 30 speed.
Simon N. (GM):no dynamic lighting, just use the range line thingy
Trystan:Oh which is that?
Simon N. (GM):
Wisdom
Death Dog
Ability: 8
The Snap one
Gorlock (Tony):looks like a comb, 4th down
Arian:The one that looks like a comb on a circle
Simon N. (GM):You mock it
Trystan:I've been using that but can't where if it tells you stuff is in range or not?
In LOS sorry
Arian:It does look like a comb! What is it supposed to be, anyway??
Simon N. (GM):You draw the line & if it hits a wall it's not in line of sight :)
anyway roll dmg
Trystan:
rolling 1d4
(
4
)
=
4
Simon N. (GM):It whimpers
#Gorlock
Gorlock (Tony):disadvantage as well
move hex to the new guy
19
120
Eldritch Blast (+6)
7force
rolling 1d6
(
5
)
=
5
12 total
Simon N. (GM):AC 19, still hits - it drops dead.
Greeba (Jelena):Yay!
Gorlock (Tony):OMG I killed something
woohoot
Thibault of Brandiar (Phil):Gorlock the Amazing!
Trystan:Excellent!!
Gorlock (Tony)::)
Simon N. (GM):ok you're out of combat
Thibault of Brandiar (Phil):My sword stops glowing bright.
Arian:If we go to the start of the tunnels, can we see anything?
like the one to the right?
Sirondar Altur Banacath:move up & see
"Might I trouble you for some healing, Sir Gorlock?"
Gorlock (Tony):dead dogs?
Greeba (Jelena):and a dead person?
Sirondar Altur Banacath:There's a half eaten human male & 2 similarly mangled mastiffs
Arian peeks down tunnel to the right
Gorlock (Tony):gruesome
Arian:OOC anything in his bloody pockets?
Tiffany, Angelic Sprite:"Too dark to see!"
Trystan:Wisteria will examine the dead and make a medicine check.
Tiffany, Angelic Sprite:They appear to have been mauled to death by death dogs.
Arian:Arian would like to examine the water pool in the second room
Trystan:
rolling 1d20 +4
(
16
)
+4
=
20
Arian:OOC how close do I have to get?
Gorlock (Tony):thanks Tiff
Tiffany, Angelic Sprite:He has tattered studded leather & a coin pouch
Trystan:Including the dead dogs? All mauled by Death Dogs?
Greeba (Jelena):Anything I can see in the crossing tunnels?
Tiffany, Angelic Sprite:The water looks green & slimy, to look in you have to go over to beside it
@T yes
Gorlock (Tony):careful...
Arian:
9
Brewer's Supplies (2+0+2)
oops wrong thing
10
NATURE (3)
Ah, well, it's yucky water
Simon N. (GM):Arian detects a faint green glow from the water, defiinitely magic
Gorlock (Tony):unholy water...
Arian:Is it possible to scoop some up into one of the flasks I have but NOT touch any of it?
Simon N. (GM):The dead adventurer also has something in his backpack, & 2 shortswords
>>Is it possible to scoop some up into one of the flasks I have but NOT touch any of it?<< DC 10 DEX (sleight of hand)
Wisteria of Skullspire:I'll check the backpack
Arian:Oh what the heck. She's a curious, not very smart druid
20
SLEIGHT OF HAND (2)
Simon N. (GM):Opening it W sees a painted Glass Statuette (of an Elf Sorceress). Very nice if a bit tacky :)
Greeba (Jelena):Is there another tunnel crossing in the N?
Wisteria of Skullspire:Wisteria strangely quite likes it, so will pocket it. Might be good to barter with Trystan later!
Gorlock (Tony):I cast light on a match and hand it to Tiff. Will this help?
if You find anything drop it and run
Simon N. (GM):OK Arian collects some water. in the flask it's still glowing.
Arian carefully stoppers the flask
Arian:and hopes she can find some way to identify it later
OOC None of us have Identify or even Detect Magic??
Simon N. (GM):Greeba strides down & gets shot at by goblins
Gorlock (Tony):indling
Greeba (Jelena):"GOBLINNNZ"
Gorlock (Tony):Tiff goo scout with the ligh
Simon N. (GM):no one move
Gorlock (Tony):go scout with the light
Simon N. (GM):
Stealth
Goblin
Skill: 25
Stealth
Giant Wolf Spider
Skill: 18
Greeba is surprised by goblins & by the spiders that drop on her
Greeba (Jelena):"EEEK!"
Arian:Simon, before I forget, how much was in the coin pouch we grabbed?
Simon N. (GM):everyone roll init, you are all surprised
Greeba (Jelena):
13
INITIATIVE (2)
Thibault of Brandiar (Phil):
Thibault of Brandiar, Knight of Camarthen
Initiative(+1){14}
Arian:
6
INITIATIVE (2)
Simon N. (GM):14gp in pouch A
Gorlock (Tony):
17
INITIATIVE (2)
21
INITIATIVE (2)
Wisteria of Skullspire:
Dexterity
Trystan
Ability: 19 | 22
Gorlock (Tony):woops double clicked
Wisteria of Skullspire:That was Trystan's roll
Gorlock (Tony):should be 17
Xarius Jaunesse (Max):
20
INITIATIVE (2)
Simon N. (GM):
Dexterity
Goblin Boss
Ability: 7
Trystan:22 total initiative
17
INITIATIVE (1)
17 for Wisteria
Gorlock (Tony):gotta click his token
Trystan that is
Simon N. (GM):
Initiative
Goblin
Initiative: 3
Trystan:I don't think Trystan automatically goes on the tracker because he's still an NPC?
Simon N. (GM):more likely not clicked token Jelly, it works for my NPCs
Trystan:i definitely clicked him!
Xarius Jaunesse (Max):
Bend Luck
Class: Wild Magic
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
oh sorry!
Gorlock (Tony):try again Trystan?
Simon N. (GM):
Goblin
Attack: 12
I put T on
Greeba (Jelena):miss :)
Trystan:Ah I didn't see the initiative button so clicked his Dex instead. That's why it didn't add it :-(
Greeba (Jelena):(if it was attacking me)
Trystan:
Initiative
Trystan
Initiative: 3
Not so good this time!
Simon N. (GM):keep the 19 I put on the tracker
Trystan:Thanks Simon
Simon N. (GM):
Initiative
Death Dog
Initiative: 18
Somewhere a death dog howls...
Initiative
Initiative: 6
Initiative
Initiative: 9
Arian howls back, wolfishly
Thibault of Brandiar (Phil):No way to locate the sound of the DD? Even roughly?
Simon N. (GM):
Shortbow
Goblin
Attack:20 | 10
Damage: 5 piercing
Xarius Jaunesse (Max):On Greeba?
Simon N. (GM):OK goblin shoots Greeba 20 - 5 dmg
Greeba (Jelena):OK, what was the 12 attack earlier?
Gorlock (Tony):2nd goblin
Simon N. (GM):Goblin Boss throws a javelin
(1st part of its att w advtg G)
Greeba (Jelena):ah, because we're surprised
Gorlock (Tony):jeez, scream for help
Simon N. (GM):
Javelin (Ranged)
Goblin Boss
Attack:8 | 8
Damage: 3 piercing
Greeba (Jelena):miss
Xarius Jaunesse (Max):Xarius?
Or is this still surprise round?
Simon N. (GM):surprise round yup, the gobboes revealed themselves by shooting, G failed PP so Surprised
Xarius Jaunesse (Max):Okey dokey
Simon N. (GM):Goblin boss attacks w scimitar
Scimitar
Goblin Boss
Attack:6 | 15
Damage: 8 slashing
Scimitar
Goblin Boss
Attack:21 | 12
Damage: 6 slashing
6 & 12 - 2nd attack has disad - miss
Greeba (Jelena):phew!
Simon N. (GM):
Shortbow
Goblin
Attack:15 | 23
Damage: 6 piercing
2nd gobbo shoots for 15, miss
Xarius Jaunesse (Max):Fire bolt at Death Dog
21
120 feet
Fire Bolt (+6)
8Fire
Simon N. (GM):scorchio
Eamon (Bill):
18
INITIATIVE (3)
Xarius Jaunesse (Max):And then move
Trystan:Simon Trystan seems to have disappeared at 19?
Simon N. (GM):yup!
(must do spider then) #19 Trystan
Giant Wolf Spider
Attack: 6
lands behind Greeba
Giant Wolf Spider
Attack: 6
misses
Simon N. (GM):
Initiative
Giant Wolf Spider
Initiative: 16
Greeba (Jelena):I still don't like bugs! (OOC I know, but Greeba doesn't)
Simon N. (GM):#19 Trystan
Trystan:
FOR DESCRIPTION ONLY
Healing Word
Evocation 1
Casting Time: 1 bonus action
Range: 60 feet
Target: A creature of your choice that you can see within range
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
SPELL SAVE DC: 10
Healing Word on Sirondar
rolling 1d4+2
(
2
)
+2
=
4
Simon N. (GM):"Cheers!"
anything else?
Gorlock (Tony):Greeba needs some meat shields of her own
Trystan:I can't do two bonus actions can I?
Simon N. (GM):no
Gorlock (Tony)::)
Trystan:Even if I've not done any big actions?
In that case end turn!
Simon N. (GM):
rolling d3
(
1
)
=
1
death dog goes for Trystan
OOC in future always say "I Dodge" when you have nothing better to do :p
Multiattack
Death Dog
The dog makes two bite attacks.
Death Dog
Attack: 9
Gorlock (Tony):Trystan normally slays the ladies with his looks
Trystan:Oh I see sorry lol
Simon N. (GM):
Death Dog
Attack: 16
Gorlock (Tony):oops
Trystan:Yup hit on 2nd
AC 15
Gorlock (Tony):ouch
Simon N. (GM):
rolling d6+2
(
1
)
+2
=
3
3 dmg & CON save vs diseased bite
Arian:OOC I kinda want to dump something in the yucky water to see what happens to them
Gorlock (Tony):wait
please
Trystan:
rolling 1d20+1
(
17
)
+1
=
18
Gorlock (Tony):not now
Trystan:Pass?
Simon N. (GM):yup
Trystan:Trystan is a hangover master so he can't really be poisioned!
Simon N. (GM)::)
Gorlock (Tony):liver of steeel
Simon N. (GM):#Eamon
Eamon (Bill):i go up to the death dog and slashh it
Gorlock (Tony):I love your indirect speaking there Eamon
Eamon (Bill):bonus action punch
15
5 ft.
Gorlock (Tony):nice
Arian:I love it when you punch things ka-pow
Eamon (Bill):
rolling 1d4 + 3
(
1
)
+3
=
4
Arian:I feel like there should be sound effects
Gorlock (Tony):noooooo
kapow!
Greeba (Jelena):Every little helps!
Simon N. (GM):#Gorlock
Gorlock (Tony):let's see
attack spider
Simon N. (GM):ok
Gorlock (Tony):hex spider
9
120
Eldritch Blast (+6)
10force
dammit
done
spider lair
poor Greeba.
Simon N. (GM):The swarm of wolf spiders attacks Greeba
Gorlock (Tony):anybody have fireball
Greeba (Jelena):"Get' em off me!!!!"
Gorlock (Tony):Trystan
Simon N. (GM):
Giant Wolf Spider
Attack: 4
Giant Wolf Spider
Attack: 22
Giant Wolf Spider
Attack: 17
Giant Wolf Spider
Attack: 8
Giant Wolf Spider
Attack: 4
Greeba (Jelena):1 hit
Simon N. (GM):Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage
The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
rolling 3d6+1
(
5
+
6
+
4
)
+1
=
16
roll CON save DC 11
Greeba (Jelena):
21
CONSTITUTION SAVE (4)
Thibault of Brandiar (Phil):Yes!
Hold on tight Greeba!
Simon N. (GM):6 bite dmg & 10/2 = 5 poison, 11 total
Gorlock (Tony):pierced meat shield... :(
Simon N. (GM):2 wolf-sized spiders are on the walls, 2 behind her.
Gorlock (Tony):we are too scattered
Simon N. (GM):#Thibault
Thibault of Brandiar (Phil):I hit the spider right behind Greeba.
West fo her
Thibault of Brandiar, Knight of Camarthen
Longsword{18}
Roll DamagesClick
Thibault of Brandiar (Phil):
Thibault of Brandiar, Knight of Camarthen

Longsword: damage
{7}
Simon N. (GM):hit for 7
Thibault of Brandiar (Phil):Is it still alive?
Simon N. (GM):yup
#Greeba
Thibault of Brandiar (Phil):I will add one of my strike
Simon N. (GM):er you declare that before rolling dmg
Thibault of Brandiar (Phil):No Divine smite can be done afterthe roll. I believe.
Simon N. (GM):after the attack roll
Thibault of Brandiar (Phil):Ah ok. Fair enough
Greeba (Jelena):Raging and frenzy!
Arian:Greeba's getting her greeb on
Greeba (Jelena):The same spider that's wounded
Simon N. (GM):>>Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage.<<
Greeba (Jelena):
25
Warhammer RA (+6)
7Bludgeoning
Simon N. (GM):you BA rage
killing it
Greeba (Jelena):SMASH
Simon N. (GM):BA frenzy next round
Thibault of Brandiar (Phil):NICE!
Greeba (Jelena):waving warhammer
end turn
Simon N. (GM):Elia uses chill touch on the DD
17
 
 
18
120 ft
Chill Touch (+5)
7Necrotic
ghostly hand grasps its throat
Arian:death dog feels the chill
Simon N. (GM):goblin boss slashes at Greeba, snarling
Multiattack
Goblin Boss
The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Scimitar
Goblin Boss
Attack:19 | 20
Damage: 5 slashing
Scimitar
Goblin Boss
Attack:9 | 20
Damage: 5 slashing
5/2 = 2 dmg
Greeba (Jelena):only 2 damage, though
Gorlock (Tony):thick skinned
Simon N. (GM):Sirondar attacks
18
 
 
11
Handaxe (+5)
Sirondar Altur Banacath
10
The dog staggers
Gorlock (Tony):rusty scimitar, tetenus check
Simon N. (GM):#Arian
Arian:hearing Greeba's shouts of pain and "It had to be Spider, dammit!" and "Freaking Goblins!", Arian rushes forwards
Gorlock (Tony):oh forgot, swithc ed to axe
Arian:Bonus action to cast Healing Word on Greeba
4Healing
60 feet
Healing Word
Greeba (Jelena):Thanks, Arian!
Gorlock (Tony):Simon, I lost track, which spider did I attack last time,or can I just move my hex next turn?
Arian:And then I'll attack a spider
Simon N. (GM):GM: hm, looks like Sirondar needs light
Arian:
18
80/320
Light Crossbow (+4)
4Piercing
Simon N. (GM):everyone else sees in dark
Arian:Gorlock lit something for Tiffany earlier
Gorlock (Tony):I gave Tiff a light, can she hover over him
Simon N. (GM):You Lit Tiff?
that's fine then
Gorlock (Tony):I gave her a lit object
piece of kindling
Simon N. (GM):not a light spell? jeez
Gorlock (Tony):cast light on it
Simon N. (GM):ok not just a piece of flaming wood :)
Arian:Didja get Arian's hit on the spider?
If so, that's me done.
Gorlock (Tony):no, she'd burn up for sure
Simon N. (GM):Arian hits - which one?
ok far left
Arian:The farthest back one?
because the othre has cover, right? from the corner?
Simon N. (GM):you hit & wound it
yup
#Wisteria
Gorlock (Tony):kiiilll, kiiiilll!
Trystan:I'm going to double move and cast Healing Word as B action
Simon N. (GM):(taking drink run break after goblins)
Trystan:
FOR DESCRIPTION ONLY
Healing Word
Evocation 1
Casting Time: 1 bonus action
Range: 60 feet
Target: A creature of your choice that you can see within range
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
SPELL SAVE DC: 12
Simon N. (GM):ok
Trystan:Casting at Level 2
rolling 2d4 +2
(
3
+
2
)
+2
=
7
On Greeba
Simon N. (GM):Wisteria heals G 7
Greeba (Jelena):Thanks Wisteria!
Simon N. (GM):goblin shoots up at Greeba
Shortbow
Goblin
Attack:14 | 7
Damage: 5 piercing
Greeba (Jelena):AC 18
I love corridors
stand them up, knock them down
Trystan:Goblin Conga
Arian:It's just a step to the left and then a...
Trystan:Can Trystan have insp for that lol?
Simon N. (GM):goblins shoot at Greeba - further back ones are at penalty
Shortbow
Goblin
Attack:9 | 8
Damage: 3 piercing
Shortbow
Goblin
Attack:15 | 5
Damage: 8 piercing
Shortbow
Goblin
Attack:19 | 21
Damage: 4 piercing
AC 20 vs that last one - no hits
This is what we need
Greeba (Jelena)::D
Simon N. (GM):
rolling 2d2
(
2
+
2
)
=
4
2 goblins shoot at Eamon
Shortbow
Goblin
Attack:9 | 11
Damage: 5 piercing
Shortbow
Goblin
Attack:24 | 12
Damage: 3 + 1 piercing
Eamon (Bill):i use reaction to catch the arrow
rolling 1d10 + 6
(
7
)
+6
=
13
i slice the arrow in half
Simon N. (GM):ok Eamon catches it
slices it
Greeba (Jelena):Nice one!
Simon N. (GM):brb
back - #20 Xarius
The goblins come streaming in, shooting their little bows and yelling
Gorlock (Tony):need to try the domino effect, push the one in front
Arian:ok
Gorlock (Tony):dex save for the rest
Xarius Jaunesse (Max):Burning Hands!
Gorlock (Tony):imagine it
Xarius Jaunesse (Max):
11Fire
Self (15-foot cone)
Burning Hands
FOR DESCRIPTION ONLY
Burning Hands
Evocation 1
Casting Time: 1 action
Range: Self (15-foot cone)
Target: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
SPELL SAVE DC: 14
oooooh FIRE!
Greeba (Jelena):smoky!
Simon N. (GM):roll dmg
11?
Xarius Jaunesse (Max):
rolling 3d6
(
5
+
1
+
5
)
=
11
ha yes
Gorlock (Tony):nice
ha
Simon N. (GM):
Dexterity
Goblin
Ability: 16 | 19
Dexterity
Goblin
Ability: 11 | 16
Dexterity
Goblin
Ability: 9 | 11
Gorlock (Tony):still think you should push it
Xarius Jaunesse (Max):And then have one square of movement left, so will move back one
Simon N. (GM):ok
1st gob in scorched but alive
Xarius Jaunesse (Max) fist pump
Gorlock (Tony):Sirondar can see now
bon fire
Thibault of Brandiar (Phil):Well done Xarius!!!
Simon N. (GM):#Trystan
Trystan:I'll slash at the DD with my rapier, take that!
Xarius Jaunesse (Max):Do I need to roll for Wild Magic?
Trystan:
Rapier
Trystan
Attack:9 | 23
Damage: 5 piercing
Xarius Jaunesse (Max):It was a level 1 spell
Simon N. (GM):miss
yes please - any slot level 1+
Xarius Jaunesse (Max):
rolling 1d20
(
13
)
=
13
Trystan:End turn :-(
Simon N. (GM):
rolling d3
(
3
)
=
3
attacks Eamon
Bite
Death Dog
Attack:18 | 10
Damage: 6 piercing
If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5, 1d10, on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0
Bite
Death Dog
Attack:5 | 18
Damage: 7 piercing
If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5, 1d10, on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0
Eamon (Bill):
rolling 1d20 + 1
(
18
)
+1
=
19
Simon N. (GM):pass!
Arian:Eamon shakes it off!
Eamon (Bill):i slash the dog
i punch the dog as a bonus action
14
5 ft.
rolling 1d4 + 3
(
2
)
+3
=
5
Arian:OOC I'm sorry, but seriously, the punching kinda cracks me up every time.
OOC I love it. I punch you POW
Simon N. (GM):#17 Gorlock
Gorlock (Tony):Is the one I hexed still alive
Simon N. (GM):no
yes
Gorlock (Tony):ah
24
120
Eldritch Blast (+6)
8force
Simon N. (GM):you just broke ciontact w a spider - opp att
Gorlock (Tony):
rolling 1d6
(
5
)
=
5
Simon N. (GM):
Bite
Giant Wolf Spider
Attack:15 | 17
Damage: 2 piercing + 9 poison
The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Gorlock (Tony):who
what
I WASN'T
Simon N. (GM):You kill one but another bites you first
Gorlock (Tony):?
Arian:They have reach?
Simon N. (GM):you moved up the tunnel then left
so no longer adjacent to spider
Gorlock (Tony):ah
ok
fine
Trystan:Can't go diagonally?
Simon N. (GM):DC 11 CON save
Gorlock (Tony):
10
CONSTITUTION SAVE (3)
shit
Simon N. (GM):(no, and that would make no difference Jelly)
11 dmg
Gorlock (Tony):did you take it off?
Simon N. (GM):yup
24/35
Gorlock (Tony):ok
Simon N. (GM):
rolling d2
(
2
)
=
2
rolling d3
(
1
)
=
1
1 spider attacks Thibault
Gorlock (Tony):bonus action healing light
rolling 1d6
(
6
)
=
6
rolling 1d6
(
2
)
=
2
2 back
Simon N. (GM):(roll the dice together in future pls)
Gorlock (Tony):oops 6 back, didn't think I did the d
Simon N. (GM):ok
thought you wre rolling 2
Gorlock (Tony):just one, just can't read
Simon N. (GM)::)
spider vs Thib
Bite
Giant Wolf Spider
Attack:15 | 14
Damage: 5 piercing + 8 poison
The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Arian:"Stand strong, Sir Thib!"
Simon N. (GM):chomps on chain
2 on Greeba
Bite
Giant Wolf Spider
Attack:11 | 16
Damage: 2 piercing + 7 poison
The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Bite
Giant Wolf Spider
Attack:21 | 7
Damage: 4 piercing + 6 poison
The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
CON save Greeba
Greeba (Jelena):
10
CONSTITUTION SAVE (4)
Thibault of Brandiar (Phil):Damn!
Greeba (Jelena)::-(
Simon N. (GM):4/2=2 piercing +6 poison
#14 Thibault
Thibault of Brandiar (Phil):I move next to Greeba and attack the spider north of her
Thibault of Brandiar, Knight of Camarthen
Longsword{23}
Roll DamagesClick
Thibault of Brandiar (Phil):Divine smite! :-)
Simon N. (GM):ok
Thibault of Brandiar (Phil):
Thibault of Brandiar, Knight of Camarthen
Divine Smite(2d8){6}
Thibault of Brandiar (Phil):
Thibault of Brandiar, Knight of Camarthen

Longsword: damage
{11}
Simon N. (GM):dead :)
Greeba (Jelena):Yippee!
Simon N. (GM):#Greeba
Greeba (Jelena):Spider S of Thib
26
Warhammer RA (+6)
13 + 4Bludgeoning
Thibault of Brandiar (Phil):OOOOh!
Greeba (Jelena):crit :)
Arian:"A mighty blow!"
Trystan:Excellent!
Simon N. (GM):Spider bits splatter everywhere
Greeba (Jelena):also frenzy: on Rox
Arian:Woot!
Goblin Boss:"No!"
Greeba (Jelena):
25
Warhammer RA (+6)
12Bludgeoning
(does that include rage? )
Gorlock (Tony):I htink you hit it
Greeba (Jelena):(12 damage is incl. rage)
Goblin Boss:He staggers from the mighty blow
Thibault of Brandiar (Phil):Me looking at Greeba's massacre:
Greeba (Jelena)::D
Take that, goblin!
end tturn
Xarius Jaunesse (Max) glad to see someone else feeling very squishy
Goblin Boss:
6Effect
Higher Level Cast
24Effect
90 ft
Sleep
Xarius Jaunesse (Max):Wait, was that Elia casting it?
Trystan:Is that Elia Simon?
Goblin Boss:Elia cast Sleep, 3 goblins collapse
Greeba (Jelena):Great!
Simon N. (GM):
Scimitar
Goblin Boss
Attack:24 | 23
Damage: 8 + 5 slashing
Rox slashes Greeba for 13/2 = 6
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
He legs it
Thibault of Brandiar (Phil):Coward! Come back!
Simon N. (GM):
22
 
 
22
Handaxe (+5)
Sirondar Altur Banacath
7
Kills it!
Greeba (Jelena):Yes!
Xarius Jaunesse (Max):Yay Sirondar!
Simon N. (GM):#Arian
Greeba (Jelena):The dog is dead!
Xarius Jaunesse (Max):Cast Moonbeam!
on the Goblin at the crossroads
DC12
Constitution Save
16Radiant
120 feet
Moonbeam
FOR DESCRIPTION ONLY
Moonbeam
Evocation 2
Casting Time: 1 action
Range: 120 feet
Target: A 5-foot-radius, 40-foot-high cylinder centered on a point within range
Components: V, S, M (Several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration Up to 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher LevelsWhen you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
SPELL SAVE DC: 12
Simon N. (GM):like that?
Xarius Jaunesse (Max):And bonus action to cast Healing Word on Greeba
Arian:Yes, that's good! Sorry forgot to switch to Arian
4Healing
60 feet
Healing Word
Greeba (Jelena):Thanks Arian!
Simon N. (GM):24/41?
Greeba (Jelena):yes
Arian:Not a lot, but every bit counts!
Simon N. (GM):#Wisteria
Greeba (Jelena):Exactly!
Trystan:Casting Cure Wounds at 2nd level on Greeba
FOR DESCRIPTION ONLY
Cure Wounds
Evocation 1
Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
SPELL SAVE DC: 12
rolling 2d8+2
(
2
+
2
)
+2
=
6
Simon N. (GM):30/41
Greeba (Jelena):Thanks Wisteria!
Trystan:B action Healing word as that was terrible!
FOR DESCRIPTION ONLY
Healing Word
Evocation 1
Casting Time: 1 bonus action
Range: 60 feet
Target: A creature of your choice that you can see within range
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
SPELL SAVE DC: 12
Simon N. (GM):only 1 spell
Trystan:Oh ok sorryt
Simon N. (GM):per turn unless 1 is a cantrip
Trystan:In that case Toll the Dead on a gobbo?
Simon N. (GM):OK 3 sleeping goblins will wake up in searing pain
ok
roll d8
Trystan:
rolling 1d8
(
4
)
=
4
Simon N. (GM):
Constitution
Goblin
Ability: 10 | 3
Arian:Do you mean the damage for Moonbeam?
Simon N. (GM):Moonbeam CON saves now
Arian:I'd rolled 16 on the damage (2D10)
Simon N. (GM):
Constitution
Goblin
Ability: 19 | 13
Constitution
Goblin
Ability: 2 | 3
Constitution
Goblin
Ability: 1 | 2
Arian:16 Radiant
Simon N. (GM):ok yes
all die anyway :)
Arian:yay!
Greeba (Jelena):YAY!
Thibault of Brandiar (Phil):Love the BIG X
Greeba (Jelena):The others better run away! Growls
Arian:Arian will keep it up though -- concentration spell
Simon N. (GM):1 goblin BA disengages from Sirondar
& dashes away
rolling 2d6
(
3
+
3
)
=
6
Remaining goblins are fleeing
#Xarius
Xarius Jaunesse (Max):All of those goblins are dead, right?
Simon N. (GM):X'd ones are dead
Xarius Jaunesse (Max):If move to just under the moonbeam, can I see the Goblin Boss?
Simon N. (GM):you never know till you try
Xarius Jaunesse (Max):I stand on a squishy goblin
Simon N. (GM):nope
Xarius Jaunesse (Max):Darn
Arian:Can I drop the moonbeam?
Simon N. (GM):yup
Xarius Jaunesse (Max):
12
120 feet
Fire Bolt (+6)
10Fire
Simon N. (GM):he ducks
Xarius Jaunesse (Max):oh well
Simon N. (GM):#Trystan
Arian:He was short. Aimed too high.
Simon N. (GM):corners
Trystan:
FOR DESCRIPTION ONLY
Vicious Mockery
Enchantment Cantrip
Casting Time: 1 action
Range: 60 feet
Target: A creature you can see and that can hear you within range
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
SPELL SAVE DC: 10
Vicious mockery on the spider.
Gorlock (Tony):my favourite
Trystan:It's legs are feeble and unelegant!
Arian:lol
Simon N. (GM):
Wisdom
Giant Wolf Spider
Ability: 17 | 14
Trystan:Passed :-(
Simon N. (GM):#Eamon
Eamon (Bill):i move up
Tiffany, Angelic Sprite:"Nasty goblin! Get away!"
Eamon (Bill):surrender or die you men have fled
Tiffany, Angelic Sprite:Intimidate
(BA)
Eamon (Bill):i will
Gorlock (Tony):she' scary
Eamon (Bill):
rolling 1d20 + 2
(
4
)
+2
=
6
Simon N. (GM):DC 9 still fail :)
Eamon (Bill):i attack
Simon N. (GM):Goblin hisses and dodges
Arian:We need to get Eamon a better weapon
Simon N. (GM):#Gorlock
Greeba (Jelena):Burn the spider!
Gorlock (Tony):hex the spider
Simon N. (GM):(Greeba could reforge it +1)
Gorlock (Tony):
20
120
Eldritch Blast (+6)
14force
Greeba (Jelena):(Happy to!)
Gorlock (Tony):
rolling 1d6
(
2
)
=
2
Greeba (Jelena):Sweet!
Gorlock (Tony):str check
Simon N. (GM):Spider bits rain down
Gorlock (Tony):I move up
done
Simon N. (GM):#Thibault
Thibault of Brandiar (Phil):I dash to the corridor of the goblin to block his secape
Simon N. (GM):Big chamber w smelly goblin refuse pile
Arian:Sounds like something to examine with our noses covered later
Simon N. (GM):#Greeba
Greeba (Jelena):I dash to block the other way out
Simon N. (GM):Elia uses chill touch vs fleeing goblin
24
 
 
12
120 ft
Chill Touch (+5)
1Necrotic
goblin on 1 hp :)
Arian:HA!
Elia :"drat"
rolling 2d6
(
2
+
6
)
=
8
Gorlock (Tony):just
Elia :Goblin boss throws down his scimitar & puts hands up. "No hurt meee!"
Gorlock (Tony):kill him
Goblin Boss:"Me surrender!"
Eamon (Bill):"ok"
"i accept your surrender"
Greeba (Jelena):"Tell us how many more of you are there"
Arian:Where's Sirondar off to?
Gorlock (Tony):really??? feels like dragon turtle again
Goblin Boss:#Arian
Arian:Ok, I'll move forward
Gorlock (Tony):enslave goblin horde?
Arian:But I heard Eamon say something about surrender
Eamon (Bill):not enslave "put to work"
Gorlock (Tony):tomato tomaatoa
Arian:so I guess...I'll just move forward again and say "Tell any of your...men...er, goblins, to lay down their weapons!"
Eamon (Bill):"i will not allow people who have surrendered to be harmed"
Greeba (Jelena):(or we can deliver them to a Duchess or someone and get a monetary reward, maybe?)
Goblin Boss :"We s'render!"