Shimmer Darkstar |
It will be a hard and lonely life to live in this place so close to the heart of a human city. Others in the town will eventually find that you live here and try to run you out. Better I think for you to simply leave this place but I will not force you to do so.
Loot: Shimmer already has 2 healing potions so will not take one, but will gladly take the invisibility potion. I will record it unless someone objects.
Shimmer Darkstar |
Shimmer will use a Thunderwave to hit two skeletons.
Thunderwave: 2d8 ⇒ (3, 8) = 11 DC 14 Con Save for half and to avoid the push away
1st-level Evocation
Casting Time: 1 action
Range: Self
Target: Each creature in a 15-foot cube originating from you
Components: V, S
Duration: 1 minute
Save Constitution
Damage 2d8
Damage Type Thunder
Save Success Half damage and not pushed
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
DoubleGold |
con: 2 + 1d20 ⇒ 2 + (9) = 11 One front line skeleton gets pushed 10 feet back and loses a lot of bones or at least they crack good with lots of cracks and fractures. And now the back two are with a third one, you can now get three of them in a 15 foot cone
con: 2 + 1d20 ⇒ 2 + (18) = 20 The other stands its ground only minorly cracking the ribs.
The coffin lids also fly backwards just a split second before the skeleton, causing the one skeleton the flew backwards to be standing on a lid.
You all hear voices from the other room. What was that loud bang, we should go check it out? The rest of you can still do readied actions, the people that spoke, spoke as a free action, they won't even get a chance to act until round 1, this is round 0/
Ceidith |
I'll take a potion, if one is left. Also, thanks for telling me about the hp I forgot about! :)
Ceidith will pull out his bow, and fire a the nearest skeleton
Attk roll: 1d20 + 5 ⇒ (15) + 5 = 20
DMG roll: 1d6 + 3 ⇒ (6) + 3 = 9
Raina Kai |
If Raina has a turn, she'll cast Frostbite.
DC 13 Con Save or take Cold Damage: 1d6 ⇒ 5 and disadvantage on next attack.
DoubleGold |
Ceidith kills an injured skeleton, the least injured one
con: 2 + 1d20 ⇒ 2 + (17) = 19 and it succeeds
Vynirsia misses
init: 2 + 1d20 ⇒ 2 + (11) = 13 skeletons (3 are left, 1 is very injured)
init: 2 + 1d20 ⇒ 2 + (14) = 16 Raina
init: 3 + 1d20 ⇒ 3 + (2) = 5 Ceidith
init: 2 + 1d20 ⇒ 2 + (9) = 11 Vynirsia
init: 3 + 1d20 ⇒ 3 + (17) = 20 Shimmer
init: 2 + 1d20 ⇒ 2 + (8) = 10 Klava
init: 1 + 1d20 ⇒ 1 + (20) = 21 Holgar
If all skeletons are dead or you don't want to hit a skeleton, you can always ready an action and wait for something to come from the other room.
Holgar. |
Holgar steps up to a skeleton and swings his swords down at it together in a sideways sweep at its torso
attack Lsword +1: 1d20 + 6 ⇒ (16) + 6 = 22
Slashing Dmg : 1d8 + 4 ⇒ (5) + 4 = 9
Bonus act Lsword: 1d20 + 5 ⇒ (2) + 5 = 7
Slashing Dmg: 1d8 + 3 ⇒ (1) + 3 = 4
Raina Kai |
Raina casts Shillelagh and attacks with her oar.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
crit: 2d8 + 3 ⇒ (4, 1) + 3 = 8
Shimmer Darkstar |
Confident her allies can handle the wounded and broken skeletons Shimmer moves to the side of the door. blade in hand an hides in hopes of ambushing new enemies that come through the door. Ready action to attack from surprise.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
DoubleGold |
Holgar finishes off as skeleton and then misses, raina deals blunt damage and thus deals double and kills a skeleton.
The last skeleton in the back goes and moves up to shimmer the closest target hit: 4 + 1d20 ⇒ 4 + (19) = 23 dmg: 1d6 + 2 ⇒ (6) + 2 = 8 as he hits him with the shortsword.
Ceidith, Virnisa, are up the things coming through those doors are redbrands, Also Shimmer, go ahead and roll attacks anyway even though you are readied, this speeds things up. Doesn't matter if you are attacking a redbrand or a skeleton, roll the attack, it will speed things up
Shimmer Darkstar |
As a rogue as hoping for advantage on the Redbrands.
Rapier, Green flame Blade: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12
Advantage: 1d20 + 5 ⇒ (6) + 5 = 11
The closest other target, likely the skeleton, takes 4 points of fire damage from the cantrip.
Ceidith |
Ceidith puts away his bow, and pulls out his two swords. He then heads towards a redbrand and stabs at him twice.
Attk roll 1: 1d20 + 5 ⇒ (20) + 5 = 25
Dmg 1: 1d6 + 3 ⇒ (4) + 3 = 7
Attk roll 2: 1d20 + 5 ⇒ (19) + 5 = 24
Dmg 2: 1d6 + 3 ⇒ (2) + 3 = 5
DoubleGold |
The party waits for a redbrand only to have one be ambushed and killed by shimmer and ceidith, then a second one gets jabbed in the gut.
Virnirsia blasts a skeleton with eldritch blasts, but hits the shoulder and not the head. It has 1 HP left
Redbrand goes hit: 4 + 1d20 ⇒ 4 + (5) = 9 vs Ceidith
hit: 4 + 1d20 ⇒ 4 + (16) = 20 vs Ceidith as he makes two short sword attacks and the second one hits. dmg: 1d6 + 2 ⇒ (3) + 2 = 5
Shimmer Darkstar |
Shimmer tries to burn the skeleton down. If it falls she moves away from the battle, IF that does not provoke.
Firebolt: 1d20 + 6 ⇒ (18) + 6 = 241d10 ⇒ 5
Raina Kai |
If there is a skeleton remaining, Raina will go for it.
Oar Smack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
DoubleGold |
Okay, you free the prisoners, ambush the second redbrand group, find all the gold, return the body of the red brand wizard explaining it was impossible to subdue him. You are told the next thing you have to do is travel to the spider's web.
You are given a couple of quests for the next part.
Banshee's Bargain. A banshee named Agatha knows the location of a spellbook belonging to a legenardy mage named Bowgentle.
Orc Trouble: A band of orcs are on the Triboar Trail near Wyvern, eliminate them.
Quest: Find Cragmaw Castle: If should be near the Triboar Trail in the wilderness.
Quest: Old Owl Trouble: People have been digging in the ruins of the Old Owl well, find out what is going on.
Total Stuff: 312 gold, 6 potions of healing, 1 potion of invisibility, scroll of augury, charm persona and fireball, +1 longsword and staff of defense some of this was already mentioned earlier, like the staff and the sword, possibly the scrolls, these are just totals in case anyone forgot to divide stuff up earlier. 500 experience, 10 downtime, 1 renown, lost mines of phandelver is the name, for session put chapter 2
Alright, buy what you need, roleplay with each other as you get back to the inn, then I go onto part 3 in another day.
*Klava* |
"We should probably each take a potion of healing, since there are six of them and six of us. As far as where to go next, I'll recommend we deal with the orcs and finding the castle, since they're in the same general area."
going to level Klava to level 2!
DoubleGold |
Oh look maps! I just wanted my on/off the grid Dms reward which is why part 2 was mapless, plus I was little lazy.
Heroes travel n the Triboar Trail in search of the Old Owl Well, to find the castle, it will take some effort. They come across some zombies. The green is open land, the gray are large mountains and rocks, no less than 30 feet high, which requires athletics of 10 to climb, advantage if you use climbers gear, don't forget you only climb at half your movement speed unless you have ability that allows you to do so otherwise. You are at disadvantage on ranged attacks if you do it while climbing up the mountain. You will have to make acrobatics checks dc 10 to not fall off the mountain if you make it to the top and you will still be at disadvantage on range at the mountains aren't stable. In lameness terms, don't try to climb the rocks. The Z's are zombies
init: 2 + 1d20 ⇒ 2 + (2) = 4 Klava
init: 3 + 1d20 ⇒ 3 + (5) = 8 Shimmer
init: 2 + 1d20 ⇒ 2 + (19) = 21 Raina
init: 2 + 1d20 ⇒ 2 + (7) = 9 Vynirsia
init: 3 + 1d20 ⇒ 3 + (20) = 23 Ceidith
init: 1 + 1d20 ⇒ 1 + (19) = 20 Holgar
init: -2 + 1d20 ⇒ -2 + (10) = 8 Zombie
map
Everyone except Klava is up
Raina Kai |
Raina pulls out her wand of Webs and casts it at the center zombie, layering the web on the floor. I can hit all but four zombies.
In a 20 ft cube, sticky web appears at the target on the ground at a depth of 5 ft. It is difficult terrain.
Anyone caught in it or entering it for the first time must make a DC 15 Dex Save or be stuck (restrained condition).
Stuck creatures can take an action to make a DC 15 Strength Save to escape.
Shimmer Darkstar |
Shimmer was considering advancing on the enemy to fight in melee but was worried about being swarmed by so many foes. The casting of the web spell decided it for her and she only moved for a better shot and fires a Firebolt at an enemy outside the web.
Firebolt: 1d20 + 6 ⇒ (8) + 6 = 141d10 ⇒ 10
Sneak Attack Damage?: 1d6 ⇒ 3
DoubleGold |
Holgar will rage and throw a Javelin at the injured and untangled zombie hit: 5 + 1d20 ⇒ 5 + (4) = 9 dmg: 1d6 + 3 ⇒ (2) + 3 = 5 that is a hit for damage. Zombie has AC of 8
undead fortitude: 3 + 1d20 ⇒ 3 + (7) = 10 and it lives with 1 HP
zombies go
Here is to escape the web
dex: -2 + 1d20 ⇒ -2 + (14) = 12
dex: -2 + 1d20 ⇒ -2 + (15) = 13
dex: -2 + 1d20 ⇒ -2 + (2) = 0
dex: -2 + 1d20 ⇒ -2 + (19) = 17
dex: -2 + 1d20 ⇒ -2 + (6) = 4
dex: -2 + 1d20 ⇒ -2 + (8) = 6
dex: -2 + 1d20 ⇒ -2 + (20) = 18
dex: -2 + 1d20 ⇒ -2 + (15) = 13
The other four swarm Holgar
hit: 1d20 + 3 ⇒ (8) + 3 = 11
hit: 1d20 + 3 ⇒ (4) + 3 = 7
hit: 1d20 + 3 ⇒ (3) + 3 = 6
hit: 1d20 + 3 ⇒ (15) + 3 = 18
Oh, look 2 of them did not get caught hit: 1d20 + 3 ⇒ (6) + 3 = 9 hit: 1d20 + 3 ⇒ (5) + 3 = 8 on Holgar
dmg: 1d6 + 1 ⇒ (1) + 1 = 2 And Holgar takes half of that since he is raging.
Klava is up
DoubleGold |
Klava moves up and gets three of them. I analyzed every possible move and you can get three of them at most without getting your ally, best of all, you can get the very injured one.
dex: -2 + 1d20 ⇒ -2 + (3) = 1
dex: -2 + 1d20 ⇒ -2 + (8) = 6
dex: -2 + 1d20 ⇒ -2 + (8) = 6
undead fortitude: 3 + 1d20 ⇒ 3 + (1) = 4 killing the one
Just then a Wizard walks out of the tent. What is the meaning of this.
dex: 2 + 1d20 ⇒ 2 + (14) = 16 Does not get caught in the web and moves out of it. Let my undead creatures live and I'll cut you an offer you cannot refuse. I can call them off if you want.
Round 2 start If you are don't wish to attack, you can always ready.
Shimmer Darkstar |
Shimmer holds her magic for a moment, interested in what the man might have to say but unsure what the others will think of the offer.
Raina Kai |
Yeah. Sure. Right.
Raina summons an ice knife, moves over for a straight shot, and launches it at the Wizard. Level 1 spell.
Ice Knife Throw: 1d20 + 5 ⇒ (14) + 5 = 19
Piercing Damage: 1d10 ⇒ 9
The evil wizard and all creatures within five feet must make a DC 13 Dex save or take Cold Damage: 2d6 ⇒ (6, 4) = 10
Shimmer Darkstar |
Backing up her party member Shimmer fires on the evil wizard as well.
Magic Missiles: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10
DoubleGold |
dex: 2 + 1d20 ⇒ 2 + (14) = 16 the wizard gets hit, but dodge the after affect, while two zombies take it all. then the wizards gets hit with a magic missile to the shoulders and chin.
dex: -2 + 1d20 ⇒ -2 + (5) = 3
dex: -2 + 1d20 ⇒ -2 + (4) = 2
fort: 3 + 1d20 ⇒ 3 + (14) = 17 cause of the undead fortitude, the hurt zombie survives with 1 HP.
Ceidith, Holgar, Virnisia are up Negotiations are now clearly off, assuming the wizard was actually being honest about negotiations in the first place.
Holgar. |
Holgar roars as he's surrounded by Zombies, he draws his longswords and goes to work! Hacking and slashing in a frenzy.
Two weapon fighting w/ two weapon fighting style and Dual Weilder feat
+1 Longsword : 1d20 + 6 ⇒ (4) + 6 = 10
Slashing : 1d8 + 4 ⇒ (7) + 4 = 11
OH Longsword : 1d20 + 5 ⇒ (14) + 5 = 19
Slashing: 1d8 + 3 ⇒ (5) + 3 = 8
DoubleGold |
The zombie gets hit twice, the second time it has to save fort: 3 + 1d20 ⇒ 3 + (10) = 13 and it actually saves, leaving the zombie with 1 HP. Undead fortitude is a pain in the butt, as it cause take over 100 damage total and not die, but without it, the challenge rating is all not what it should be. The good news is that the DC is 5+the damage taken from the attack, so if a single hit deals 24 damage, it dies as the highest it can get is a 23.
botting Ceidith and Virnisia for speed
Ceidith shoots the hurt zombie with 1 HP hit: 1d20 + 5 ⇒ (12) + 5 = 17
and it is next to an ally so sneak attack dmg: 3d6 + 3 ⇒ (4, 2, 2) + 3 = 11
fort: 5 + 1d20 ⇒ 5 + (10) = 15 and another one crumbles.
Virnisia will eldritch blast the wizard hit: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d10 ⇒ 4 killing the wizard off.
Zombies in next post
DoubleGold |
First, lets see if the stuck zombies can escape the web
str: 1 + 1d20 ⇒ 1 + (15) = 16
str: 1 + 1d20 ⇒ 1 + (8) = 9
str: 1 + 1d20 ⇒ 1 + (17) = 18
str: 1 + 1d20 ⇒ 1 + (3) = 4
str: 1 + 1d20 ⇒ 1 + (9) = 10
str: 1 + 1d20 ⇒ 1 + (9) = 10
The other four will without a doubt get attacks on Holgar
hit: 1d20 + 3 ⇒ (1) + 3 = 4
hit: 1d20 + 3 ⇒ (5) + 3 = 8
hit: 1d20 + 3 ⇒ (14) + 3 = 17 dmg: 1d6 + 2 ⇒ (4) + 2 = 6
hit: 1d20 + 3 ⇒ (16) + 3 = 19 dmg: 1d6 + 2 ⇒ (1) + 2 = 3 so 3 and 1 cause of rage, and of course Holgar took 1 last round, so 5 damage total
The two zombies that escaped will place attacks on Holgar and Klava
hit: 1d20 + 3 ⇒ (10) + 3 = 13 on Holgar
hit: 1d20 + 3 ⇒ (11) + 3 = 14 on Klava