Fergus McDammitson |
That is true. If you're within 10 feet of me you get +3 to saves. You can look at my header ("Aura of Protection (+3 all saves w/in 10 feet)").
Against the demon:
First Attack: 1d20 + 8 ⇒ (10) + 8 = 18 or 1d20 + 8 ⇒ (8) + 8 = 16 for Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Second Attack: 1d20 + 8 ⇒ (17) + 8 = 25 or 1d20 + 8 ⇒ (2) + 8 = 10 for Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Haldor Dagsson |
Haldor casts Lesser Restoration on Fizzlebomb to remove the poison effect.
As a bonus action, Haldor casts third-level Healing Word on Varis.
Healing: 3d4 + 4 ⇒ (2, 4, 4) + 4 = 14
Spells Left:
1st Level: 2 of 4
2nd Level: 0 of 3
3rd Level: 2 of 3
DM RyckyRych |
Fergus strikes the demon twice while Haldor is able to aid his comrades! I'm going on the assumption that if Fizz isn't poisoned he isn't paralyzed either.
Varis and Fizz may act!
Fergus (-21)
Haldor (-7)
Varis (-19)
Fizz (-28, prone)
Demon -28
Fizzlebomb |
I'm seeing that thge crawler came down off of the ceiling. If so,
Shocking Grasp range touch
Melee spell attack advantage if wearing metal
2d8 lighting and can’t take actions start of its next turn
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
lightning damage: 2d8 ⇒ (3, 8) = 11
Fizz is then going to get up and move his little gnomish feet out of the way.
DM RyckyRych |
I'll assume you stand first so that you do not attack at disadvantage.
Fizz shocks the enemy and looks to move out of the way! You have 10' of movement left, I believe.
Varis may act!
Fergus (-21)
Haldor (-7)
Varis (-19)
Fizz (-28, 10' of move if he wishes)
Demon -28 (elemental chaos)
Crawler -11 (no reactions)
Varis Starflower |
Vs the Demon
sword: 1d20 + 8 ⇒ (12) + 8 = 20 dmg: 1d6 + 5 ⇒ (1) + 5 = 6
sword: 1d20 + 8 ⇒ (16) + 8 = 24 dmg: 1d6 + 5 ⇒ (6) + 5 = 11
as bonus (using ki , first hit- no reactions, second hit Dex 15 or fall prone)
fist: 1d20 + 7 ⇒ (18) + 7 = 25 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
fist: 1d20 + 7 ⇒ (18) + 7 = 25 dmg: 1d6 + 4 ⇒ (2) + 4 = 6
Varis -19hp, -3 ki
DM RyckyRych |
Dex: 1d20 + 2 ⇒ (6) + 2 = 8
The demon falls, then stands back up!
1d2 ⇒ 1 He didn't like being knocked down but continues to attack the holy warrior!
Bite: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 or Bite: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Fist: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 or Fist: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Fist: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 or Fist: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Bite Damage: 2d6 + 4 - 3 ⇒ (5, 4) + 4 - 3 = 10
Fist Damage: 1d10 + 4 - 3 ⇒ (5) + 4 - 3 = 6
1d4 ⇒ 2
The carrion crawler decides to take advantage of its reach and swipes at the gnome!
Tentacle: 1d20 + 8 ⇒ (7) + 8 = 15 for Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Fizz Con Save vs Poison, DC 13: 1d20 + 1 ⇒ (16) + 1 = 17
Bite: 1d20 + 4 ⇒ (2) + 4 = 6
The tentacle glances off the gnome's head! Fizz fights off the paralyzing poison as well!
Party up! Attacks against the demon have advantage!
Fergus (-37)
Haldor (-7)
Varis (-19)
Fizz (-31)
Demon (-59, no reactions)
Crawler (-11)
Fizzlebomb |
Fizz will heal himself using a 2nd level spell
(1) Cure Wounds Range Touch
healing: 2d8 + 7 ⇒ (1, 5) + 7 = 13
1d8 for each cast level as 2nd or higher
as a bonus action will toss a 1st level healing word at Fergus
(1) Healing Word Range 60ft
healing: 1d4 + 7 ⇒ (1) + 7 = 8
1d4 for each cast level as 2nd or higher
Spell Slots used
1st Level 4 of 4
2nd Level 2 of 3
3rd Level 1 of 3
Wand of MM 2 of 6 used
Wand of DM 0 of 2 used
Wand of Secrets 0 of 3 used
Fergus McDammitson |
Against the demon:
First Attack: 1d20 + 8 ⇒ (16) + 8 = 24 or 1d20 + 8 ⇒ (9) + 8 = 17 for Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Second Attack: 1d20 + 8 ⇒ (6) + 8 = 14 or 1d20 + 8 ⇒ (12) + 8 = 20 for Damage: 1d8 + 7 ⇒ (3) + 7 = 10
DM RyckyRych |
Fizz does some much needed healing while Fergus slays the demon and injures the crawler!
Wow, I thought I was up late at night...
Haldor and Varis may act!
Fergus (-29)
Haldor (-7)
Varis (-19)
Fizz (-18)
Crawler (-21)
DM RyckyRych |
Varis drops his swords so he can use his bow to pluck the crawler once!
Haldor is up!
Fergus (-29)
Haldor (-7)
Varis (-19)
Fizz (-18)
Crawler (-27)
DM RyckyRych |
Dex for Crawler: 1d20 + 1 ⇒ (18) + 1 = 19
The last enemy avoids the spell! He then lashes out at 1d4 ⇒ 3 Haldor!
Tentacle: 1d20 + 8 ⇒ (1) + 8 = 9
Bite: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
The creature takes a bite out of the cleric's leg!
Party up!
Fergus (-29)
Haldor (-17)
Varis (-19)
Fizz (-18)
Crawler (-27)
Fizzlebomb |
Attacking the Crawler
Shocking Grasp range touch
Melee spell attack advantage if wearing metal
2d8 lighting and can’t take actions start of its next turn
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
lightning damage: 2d8 ⇒ (2, 1) = 3
Backing off again if it hits.
DM RyckyRych |
Fizz gives a minor jolt to the creature then backs away!
All but Fizz!
Fergus (-29)
Haldor (-17)
Varis (-19)
Fizz (-18)
Crawler (-30)
Fergus McDammitson |
First Attack: 1d20 + 8 ⇒ (20) + 8 = 28 for Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Plus Crit! Damage: 1d8 ⇒ 7
Second Attack: 1d20 + 8 ⇒ (11) + 8 = 19 for Damage: 1d8 + 7 ⇒ (1) + 7 = 8
DM RyckyRych |
With two expert strikes Fergus ends the troublesome battle!
Combat over! I've opened up the map a little more. The only exit seems to be west and then north (look at the compass) as the passage running due west has caved in.
You have a few minutes to recover and heal up but you realize that staying here is likely a bad idea.
Fergus McDammitson |
I was about to ask about the passageways to the "south" and "southeast." Then I noticed the compass. Then I saw your reference to the compass. Yes, reading comprehension counts.
Using 3 hit dice:
3d10 + 6 ⇒ (10, 2, 8) + 6 = 26
1 Hit Die Remaining
Let's go. There might be more spiders or crawlers. Hopefully no more demons. Fergus shudders and makes the sign of Torm.
Fizzlebomb |
using 3 hit dice:
hit die: 1d6 + 1 ⇒ (1) + 1 = 2
hit die: 1d6 + 1 ⇒ (2) + 1 = 3
hit die: 1d6 + 1 ⇒ (3) + 1 = 4
Fergus, before we get too far away, we should take a moment to check the area. There's a possibility that dwarves might have died here, and it's our job to report that information back to the Ironfist clan.
Fizz looks to get a check of the cavern for glittery things that he can call precious.
DM RyckyRych |
Fizz takes a careful look around but all that is found is a cache of carrion crawler eggs to the northeast. Anything valuable on the dwarfs has been pilfered before your arrival.
Fergus (-3)
Haldor (-17)
Varis (-19)
Fizz (-9)
Fizzlebomb |
really messed up, didn't realize there were two compasses. Thought y'all had really messed up.
We also have the two passages behind us that we haven't gone down yet. I say we start with the west passage, take the right turn and we can't get lost right?
DM RyckyRych |
Yeah, the maps are not the greatest in the world in regards to that.
Taking the only obvious way out, the party discovers that the passageway leads to what they suspect to be the mouth of a larger chamber. The reddish hue of what you assume to be more veins of the elemental chaos gives the end of the passage an eerie glow.
I've moved you down and revealed the passageway.
Haldor Dagsson |
Haldor uses his last 2 remaining hit dice:
2d8 + 4 ⇒ (7, 6) + 4 = 17
We should vacate the chamber, pronto. Those red lines on the ground? I get the sense they could result in the birth of strange forms of undead. We would not want our presence to awaken them.
DM RyckyRych |
Haldor (-0)
Varis (-19)
Fizz (-9)
I'll wait on Varis before moving you along. I assume you'll be going down the passage? Any other prep or actions?
DM RyckyRych |
OK, anything else you guys want to do before heading down the passageway?
Fergus (-3)
Haldor (-0)
Varis (-8)
Fizz (-9)
Fergus McDammitson |
If there's time, Fergus casts Lay on Hands on Varis to heal 7 points, and on Fizz to cast 8 points (15 out of 30 total).
Fergus McDammitson |
and on Fizz to cast 8 points (15 out of 30 total).
Correction: heal 8 points, not "cast" 8 points.
Fergus McDammitson |
I think it's just a 5 minute thing. Fergus used two actions, each six seconds long. Check Haldor's post above -- we need to keep moving.
DM RyckyRych |
Right, just a quick breather. OK, anything further? I think I have everyone's HP correct, speak now if not.
Fergus (-3)
Haldor (-0)
Varis (-1)
Fizz (-1)
DM RyckyRych |
The party gathers themselves and heads down the passage. A circular cavern before you shows signs of excavation on its far side. However, the way ahead is blocked by a wide crevice that pulses with a lurid red glow. In the shadow of that light stand two red-skinned demons, slashing the air with three-clawed hands. Behind them are piled hundreds of dwarven skulls, a gruesome bier on which coils a serpentine creature with a humanlike face.
Who dares to enter the realm of Queen Shephatiah? The answer matters not as you will die as penalty of your trespass!
Fergus: 1d20 + 0 ⇒ (20) + 0 = 20
Fizzlebomb: 1d20 + 0 ⇒ (5) + 0 = 5
Haldor: 1d20 + 0 ⇒ (18) + 0 = 18
Varis: 1d20 + 3 ⇒ (11) + 3 = 14
Mephits: 1d20 + 1 ⇒ (8) + 1 = 9
Queen: 1d20 + 3 ⇒ (13) + 3 = 16
Elemental Chaos Rift: A 20-foot-deep chasm cuts through the stone floor of the cavern, filled at the bottom with what appears to be bubbling magma shot through with vibrant hues of purple and blue. You can jump a number of feet equal to your Strength as long as you can move 10' before the point of the jump. Thus, you need at least a 10 Strength to make the jump with a running start.
1. Fergus and Haldor
2. Queen Shephatiah
3. Varis
4. Fire Mephits
5. Fizz
Also note that the map now has north facing the top again.
Fergus McDammitson |
There appear to be pillars in the room on the other side of the gorge. Do those provide cover, by chance?
Nature: 1d20 - 1 ⇒ (5) - 1 = 4
DM RyckyRych |
Yes they would. Also, the "Bed of Skulls" ( or Queen Shephatiah’s nest or throne) is composed of hundreds of dwarven skulls taken from the bodies that litter the mines. The pile also provides cover and is difficult terrain for any creature smaller than Large.
Fergus McDammitson |
Fergus gets a running start, vaults over the gorge, and takes cover behind one of the pillars, where he Dodges.
DM RyckyRych |
It is 20' to the ceiling.
Haldor Dagsson |
Haldor likewise hurdles the gorge and casts third-level Shatter on the queen.
Shatter Damage: 4d8 ⇒ (6, 5, 6, 7) = 24 Con Save 15 for half damage
DM RyckyRych |
Con Save: 1d20 + 5 ⇒ (19) + 5 = 24
The Queen manages to brace herself somewhat from the effects of the spell! She then looks at the monk with a strange, almost seductive look.
Varis needs to make a DC 14 Wisdom Save.
Varis is up! Need that save first!
Fergus (-3)
Haldor (-0)
Varis (-1)
Fizz (-1)
Queen (-12)
DM RyckyRych |
Dammit! You may act normally, elf.
Varis Starflower |
Varis shoots two arrows at the queen, then takes a jump and joins Fergus behind the column.
bow: 1d20 + 7 ⇒ (7) + 7 = 14 dmg: 1d8 + 4 ⇒ (5) + 4 = 9
bow: 1d20 + 7 ⇒ (2) + 7 = 9 dmg: 1d8 + 4 ⇒ (5) + 4 = 9
Dodging as well as bonus action by using a ki point (4/6)
DM RyckyRych |
Varis shoots a couple of arrows but one bounces off the hide of the creature while the other flutters wide.
The small elementals flanking you fly into the air and position themselves to spew a breath of fire on Fergus and Varis!
One: 2d6 ⇒ (6, 2) = 8
Two: 2d6 ⇒ (2, 3) = 5
Both Fergus and Varis need to make a DC 11 Dexterity Save against each breath weapon for half damage.
The creatures then position themselves!
1. Fizz (-1), Fergus (-3, plus fire) and Haldor
2. Queen Shephatiah (-12)
3. Varis (-1, plus fire)
4. Fire Mephits
Fizzlebomb |
Attacking the Fire Mephit #1 in front of Fergus
Ray of Frost range 60ft
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
cold damage: 2d8 ⇒ (8, 5) = 13
upon hit speed reduced by 10ft until start of my next turn
Then Fizz will move into the tunnel out of sight
DM RyckyRych |
The fire mephit screeches as it is struck with the cold!
Fergus and Haldor!