Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"Having fun with those masks, Lady Knight? Lamenting a career in theater lost?"


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

So, whats your recommendation?


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Shaking off his poisoning, Alistair again examines the masks, finally choosing the serenity mask.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen continues to examine the remainder of the room for secret doors whilst the others play with the magic masks.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
DM Under a Dark Sun wrote:

Koralyn raises the generosity mask to her eyes and slips the cord over her head. Instantly the air seems to clear, as the last traces of the gas seem to disappear from the room. The idea forms in her mind that she could activate or disable the trap with a thought, if need be, and that such command might extend to other defenses within the tomb.

As she slips the mask off again, she notes that whatever resistance it granted against the gas appears to remain, although the sense that she could command the trap has gone.

Next, Koralyn dons greed mask. At first there seems to be no effect, but as she turns, glancing around the room, she notices several glowing lines along the wall on the south end of the room, just behind the easternmost pillar. Drawing closer, she sees that the aura outlines the edges of a cleverly concealed doorway, which swings open with a push to reveal a flight of steps leading down into the darkness.

I read the DM's post here to mean that Koralyn opened the door and not that she saw how to open the door. Otherwise how would she have known there are stairs leading down into the darkness.

Stairs. She exclaims as the secret door opens. And this mask seems to have beneficial properties. I recommend everyone put it on once and pass it along. She continues to wear the Greed mask for now. Lets grab all the masks and take them with us down the stairs. Rolen, are you ok with point?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen momentarily places the mask on his face to reveal the secret doors.

Yes, I am.

Rolen leads the way down.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan watches the group discussing what to do next. He keeps his own counsel while others with a more arcane bent experiment with the masks.

He takes the generosity mask from Rolen ,if offered, and will briefly place it on his face before passing it on to his next teammate.

He follows Rolen down the stairs and says, May Pelor illuminate our path and with a flick of his wrist he casts a cantrip on Rolen.

Guidance on Rolen: Rolen can roll a d4 and add the result to one ability check of his choice. He can roll the die before or after making the ability check. The spell then ends. Duration: Concentration, up to 1 minute.


The group passes around the generosity mask, which seems to grant each an immunity, or at least resistance, to the lingering traces of gas. The greed mask has no sustained effect, although whoever wears it can easily see a glowing aura around the now-open secret door on the south wall.

After taking his own turn donning the masks, Rolen makes a last sweep around the room. As he does so he finds a second door concealed by more mundane -- but no less cunning -- means. Located in the northernmost section of the east wall, this secret door is barred from the other side by iron crosspieces. A small, glass-covered spyhole is situated at eye level, presumably to allow those on the other side to monitor the room with the masks. After taking a moment to orient himself, Rolen deduces that whatever chamber lies to the northeast is in the general direction of the locked door the group found on the north side of the island, by the fishermen's huts.

As the rest of the group prepares to descend the steps, Alistair tries on the serenity mask.

Wisdom save: 1d20 + 5 ⇒ (16) + 5 = 21

He immediately feels a sense of overwhelming peace and calm ... so peaceful that his eyes begin to close, his brain wrapped in a layers of soothing cotton ... the sound of babbling brooks drowning out all thought ... before he fights off the enchantment and throws the mask to the ground.

On down the steps?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Not good Alistair? - Lets keep that one for later - onwards down the stairs


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen leads the way down.

That other secret door appears to be accessed from the other side of the island, by the alleged fisherman huts.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn picks up the serenity mask and puts it in her backpack. Are you ok Alistair? I suspect that not all of these masks have good effects.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"It tried to...make me sleep?? I'm not sure..it was so peaceful that I did not wish to..well..do anything. I am lucky to have been able to overcome the compulsion. We must be very careful with these masks...their powers are most insidious. "


The stairway descends 60 or 70 feet to the east, taking you perhaps 30 feet deeper into the earth before it opens into a larger, rectangular room about 40 feet wide and 60 feet long.

The room is dominated by a large pool of dark liquid, with a 10-foot-wide walkway skirting the pool on the north side of the room. The walkway continues along the far wall, where -- opposite the stairway you just descended -- you can just make out a door blocked by a human-sized statue of stone.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen bends down to carefully smell and look at the pool of dark liquid.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

He then indicates the thin path around the pool.

Should we advance along the path?


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"I'd rather not go into that liquid, so i vote path."


The water appears clear but of indeterminate depth -- the darkness and reflections from the group's torches turn it into a gently rippling surface of shadows and glittering reflections. Rolen detects a sharp, slightly acrid note when he bends close to sniff.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

What is it?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Not certain, but it has a sharp odor to it. Let's skirt it.

Rolen carefully leads the party around the water on the foot path.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair follows the others around the edge of the strange liquid.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Karolyn moves with the others, the greed mask on her face.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin follows the others, careful not to stand near the liquid but also being careful to avoid the wall, figuring it is some sort of trick.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Shield at the ready, Kierdan carefully follows Rolen on the foot path. Every minute or so, the priest touches the scout on the shoulder and mumbles a brief prayer to the Sun Father, asking for His guidance.

cast GUIDANCE on Rolen. Within next minute he can add 1d4 on one ability check of his choice. Since it is only a minute duration, would it be possible to assume I do this every minute or so? That way Rolen can stay under the effect of the cantrip


Kierdan wrote:
cast GUIDANCE on Rolen. Within next minute he can add 1d4 on one ability check of his choice. Since it is only a minute duration, would it be possible to assume I do this every minute or so? That way Rolen can stay under the effect of the cantrip

Absent combat or another distraction, I think it's fine.

Alert for traps or illusions, the group steps carefully around the pool, kicking up dust along the stone pathway that runs along the north wall, then turns to skirt the east wall. Rolen leads, with Kierdan following close behind, whispering prayers to the Sun Father and periodically reaching out to bless the rogue with a touch.

As you make the turn from the north pathway to the one on the east side of the room, your torches illuminate more fully the eastern door and the stone figure blocking the way.

Seemingly constructed of black slate, the statue resembles an armored man, a blank helm covering its features. Both hands rest on a sword, which stands point down, the blade carved from the same dark stone.

Perception for Rolen: 1d20 + 4 ⇒ (12) + 4 = 16

The flickering torchlight obscures some detail, but Rolen is sure he sees the figure quiver, dust puffing from the joints. He has just enough time to call out a warning before the statue lurches to life, two slits opening up on its faceless helm to cast a sickly yellow glow on the room as it raises its blade and attacks!

Initiative:

Construct: 1d20 + 1 ⇒ (10) + 1 = 11
Alistair: 1d20 + 2 ⇒ (9) + 2 = 11
Dragomir: 1d20 + 0 ⇒ (16) + 0 = 16
Eldramin: 1d20 + 2 ⇒ (14) + 2 = 16
Kierdan: 1d20 + 0 ⇒ (18) + 0 = 18
Koralyn: 1d20 + 3 ⇒ (4) + 3 = 7
Rolen: 1d20 + 4 ⇒ (16) + 4 = 20

You're up! Everyone but Koralyn may act (Sorry K, you failed to beat its initiative and will act after the construct).

You are in a large room, about 60 feet on one side and 40 feet on the other. A 10-foot-wide walkway runs along the west, north and east walls. In the middle is a pool of clear, acrid-smelling liquid.

You are at the corner where the north and east walls meet. The suddenly-violent statue is about 40 feet south of your position, near a door exiting the chamber to the east.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

would a knowledge roll help us?


Those among you with training in the arcane recognize the animate statue as some form of construct. Often difficult to damage with blade and spell, constructs of particular types in some cases are immune altogether to certain magics.

Intelligence (Arcana) DC 16:

You recognize the statue as a form of helmed horror. In addition to a general resistance to spells and all but the mightiest physical weapons, such constructs are immune altogether to force or necrotic damage, along with poison, blindness, charms, paralysis and other effects that must target a living anatomy. In addition, at the time of creation a helmed horro is carved with glyphs granting it immunity to three additional spells of the creator's choosing.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

arcana: 1d20 + 3 ⇒ (3) + 3 = 6

Eldramin targets the creature with his eldritch blast before summoning his pact blade.

ranged spell: 1d20 + 7 ⇒ (19) + 7 = 26
force: 1d10 + 4 ⇒ (10) + 4 = 14 if hit, knockback 10ft


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Arcana: 1d20 + 7 ⇒ (8) + 7 = 15

Wracking his brain, Alistair almost remembers something about these constructs, but it just eludes him. He summons a protective spell, sheathing himself in a field of force.

Casts Mage armor


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 1, Assassinate, Deepwood Sniper, Cunning Action

Rolen fires at the construct before it gets an opportunity to react.

LB Att: 1d20 + 7 ⇒ (2) + 7 = 9
LB Att Adv: 1d20 + 7 ⇒ (2) + 7 = 9
LB Dam: 1d8 + 4 + 3d6 ⇒ (5) + 4 + (5, 5, 2) = 21

Really?

Rolen then backs up behind the party and slips into the shadows.

Stealth: 1d20 + 10 ⇒ (9) + 10 = 19


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Arcana: 1d20 + 6 ⇒ (4) + 6 = 10 Grr. Its some kind of construct. I think you should try that axe.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

As Rolen slips behind the party for a more strategic position, Kierdan finds himself in the front of the group. He readies his shield and recites a quick prayer to the Sun Father, asking him to bless his comrades in the imminent battle.

Kierdan casts Bless at 1st level on Dragomir, Koralyn and Rolen. For the next minute (or as long as Kierdan maintains concentration), Dragomir, Koralyn and Rolen add +1d4 on attack rolls and saving throws.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

i believe that i do not have the axe, and pretty much all my spells are force or necrotic so i'm pretty useless here


The black energy of Elrdramin's eldritch blast washes over the statue without visible effect. Rolen's arrow is no more effect, clattering off the wall next to the construct.

Rolen: There's no cover for you to use to hide on the stone walkway, so you can't make use of Stealth at the moment. Dim light isn't enough, and other people can't be used as cover (unless you're a lightfoot halfling).

As Alistair casts a protective spell, Kierdan calls out a blessing on his compatriots.

(Botting Dragomir)

Urged on by Koralyn, Dragomir advances, swinging the black axe from the dryad's grove with all of his strength.

Power Attack: 1d20 + 5 + 1d4 ⇒ (1) + 5 + (4) = 101d10 + 4 + 1 + 6 ⇒ (1) + 4 + 1 + 6 = 12

Power Attack: 1d20 + 5 + 1d4 ⇒ (13) + 5 + (4) = 221d10 + 4 + 1 + 6 ⇒ (7) + 4 + 1 + 6 = 18

His first strike glances harmlessly off the statue's slate armor, but the second blow bites deep, the axe's enchanted edge bypassing the construct's resistance to mundane weapons. (Causing 18 points of damage).

The statue retaliates, moving like a skilled combatant rather than a stone carving.

Statue vs. Dragomir: 1d20 + 6 ⇒ (4) + 6 = 101d10 + 4 ⇒ (5) + 4 = 9
Statue vs. Dragomir: 1d20 + 6 ⇒ (12) + 6 = 181d10 + 4 ⇒ (1) + 4 = 5

Dragomir blocks the first strike with the haft of the black axe, but the statue quickly brings the slate blade back around, slicing through the big man's leg armor and leaving a shallow wound. (Dragomir takes 2 damage after accounting for Heavy Armor Mastery)

You're up! Everyone can go.

As before, you are in a large room, about 60 feet on one side and 40 feet on the other. A 10-foot-wide walkway runs along the west, north and east walls. In the middle is a pool of clear, acrid-smelling liquid.

Most of you are at the corner where the north and east walls meet. Dragomir and the statue are about 30 feet south of that, near a door exiting the chamber to the east.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

do i think my pact blade or spiritual weapon would be more effective?


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn did not take a standard action last round. She intended to cast False Life as a 3rd level spell. If that is ok then she will move in and attack this round. Otherwise she will only move this round. If she can she will move so that she is flanking with Dragomir.

Casting a spell to bolster her life force Koralyn engages the construct.

False Life: 1d4 + 14 ⇒ (1) + 14 = 15 Duration is one hour

Booming Blade: 1d20 + 6 + 1d4 ⇒ (4) + 6 + (2) = 122d8 + 3 ⇒ (1, 3) + 3 = 7

If Advantage from Flanking:

Booming Blade: 1d20 + 6 + 1d4 ⇒ (3) + 6 + (2) = 112d8 + 3 ⇒ (2, 2) + 3 = 7


Lady Koralyn Nightstar wrote:
Koralyn did not take a standard action last round. She intended to cast False Life as a 3rd level spell. If that is ok then she will move in and attack this round. Otherwise she will only move this round. If she can she will move so that she is flanking with Dragomir.

Koralyn didn't get an action last round because she failed to beat the monster's initiative. Technically, she's getting her Round 1 action now, after the monster and just before everyone else takes a Round 2 action. She'll get her second action just before/at the same time everyone else takes their Round 3 action, etc.


Eldramin Tarkanan wrote:
do i think my pact blade or spiritual weapon would be more effective?

If one inflicts force damage (like your failed eldritch blast) and one counts as a magic weapon (like the magic axe Dragomir just whacked it with) I'd go with the one that counts as a magic weapon.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

i dont know if my pact blade is magic or not, is the thing. i tried googling it and all i found was people complaining about how weak Blade Pact is.


5eSRD.com says: "This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

ah, in that case

Eldramin moves forward, blade and shield in hand, and attacks.

melee: 1d20 + 5 ⇒ (4) + 5 = 9
dmg: 1d8 + 2 ⇒ (7) + 2 = 9

unsure if i get my second attack, but i assume not since i had to move.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

A little lost on the initiatives...am I up again yet? Also seeing how the magic reacted to the statue, would Alistair maybe get another chance of remembering anything about fighting this creature??


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Thanks for rolling for me. Been struggling with some life issues recently and its affecting my posting. If I am not posting the next day or two feel free to bot me again


Eldramin: Moving doesn't matter, you always get the second attack when you take the attack action.

Alistair: Everyone in the party gets to act now. Based on what you've seen, this particular construct is immune to force damage altogether.

Dragomir: Will do.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair attempts to bring fire against the construct, as his force spells seem to be ineffective. Four rays of super hot energy spriong from the wizard's hand to strike at the stone warrior.

Scorching Rays (Increased to 3rd level - 4 rays)

Ray #1: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 ⇒ (3, 1) = 4

Ray #2: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 2d6 ⇒ (6, 6) = 12

Ray #3: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 ⇒ (6, 5) = 11

Ray #4: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 2d6 ⇒ (1, 1) = 2


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin's second slash

melee: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d8 + 2 ⇒ (7) + 2 = 9


Casting a spell to safeguard her own lifeforce, Koralyn moves into a flanking position to assist Dragomir and Eldramin, who summons his pact blade before rushing in to attack.

Advantage reroll on first attack: 1d20 + 5 ⇒ (7) + 5 = 12

Despite the superior positioning, his first attack fails to penetrate the statue's thick slate armor. The second strike bites deep, however, the mystic blade overcoming whatever protections were imbued into the statue at creation. (Full 9 damage)

Alistair's scorching ray fails to inflict any significant damage, however. Rather than being stopped by some resistance to fire, the flaming bolts simply appear to have failed to penetrate the statue's thick armor.

Kierdan and Dragomir are up! Both would have advantage if attacking the statue in melee.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir attacks the golem with his enchanted axe using power attack and both hands.

First Attack: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 for 1d10 + 4 + 1 + 6 ⇒ (2) + 4 + 1 + 6 = 13

Rerolling the 2 = 1d10 ⇒ 2 *sigh*

Second Attack: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 for 1d10 + 4 + 1 + 6 ⇒ (5) + 4 + 1 + 6 = 16


Dragomir, don't forget you've got bless active from Kierdan. At a minimum, it's enough to kick that second attack up to a hit.

Hefting his axe in two hands, Dragomir hacks at the animated statue, his strikes inelegant but on target, each one carving away jagged shards of the construct's slate body. 29 damage altogether.

Badly damaged, the statue counter-attacks, leveling blows at Dragomir and Eldramin.

Statue vs. Dragomir: 1d20 + 6 ⇒ (11) + 6 = 171d10 + 4 ⇒ (4) + 4 = 8
Statue vs. Eldramin: 1d20 + 6 ⇒ (9) + 6 = 151d10 + 4 ⇒ (5) + 4 = 9

The warlock manages to turn aside the slash with his shield, but Dragomir is struck. As before, the big man's armor absorbs much of the blow. (Dragomir takes 5 damage after HWM.)

You're all up. Kierdan can go twice. Koralyn, Eldramin, Dragomir and possibly Kierdan are in melee with the statue and all have advantage. Rolen and Alistair are 30 feet or so away, near the corner of the room.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin falls into the momentum of combat, and lashes out twice with his wicked blade.

advantage, take better of two attack rolls
melee: 1d20 + 5 ⇒ (8) + 5 = 13
melee: 1d20 + 5 ⇒ (12) + 5 = 17
dmg: 1d8 + 2 ⇒ (2) + 2 = 4

advantage, take better of two attack rolls
melee: 1d20 + 5 ⇒ (9) + 5 = 14
melee: 1d20 + 5 ⇒ (1) + 5 = 6
dmg: 1d8 + 2 ⇒ (4) + 2 = 6


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Unsure if her weapon can hurt it, Koralyn tries to at least distract the construct.

Booming Blade: 1d20 + 6 + 1d4 ⇒ (6) + 6 + (4) = 162d8 + 3 ⇒ (8, 2) + 3 = 13

Booming Blade: 1d20 + 6 + 1d4 ⇒ (11) + 6 + (1) = 182d8 + 3 ⇒ (7, 4) + 3 = 14


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Round 1

Continuing to concentrate on his plea to Pelor to bless his comrades, Kierdan advances on the statue and attack with his mace.

Mace attack: 1d20 + 5 ⇒ (2) + 5 = 7
mace damage: 1d6 + 2 ⇒ (3) + 2 = 5

Kierdan continues to concentrate on Bless cast at 1st level on Dragomir, Koralyn and Rolen. For the next minute (or as long as Kierdan maintains concentration), Dragomir, Koralyn and Rolen add +1d4 on attack rolls and saving throws. Duration: 1/10 rounds

Round 2
Continuing his prayer to the Sun Father, Kierdan attacks again, determined to redouble his efforts after missing his target.

Mace attack: 1d20 + 5 ⇒ (17) + 5 = 22
mace damage: 1d6 + 2 ⇒ (5) + 2 = 7

Kierdan continues to concentrate on Bless cast at 1st level on Dragomir, Koralyn and Rolen. For the next minute (or as long as Kierdan maintains concentration), Dragomir, Koralyn and Rolen add +1d4 on attack rolls and saving throws. Duration: 2/10 rounds

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