Crypt of the Everflame 5e conversion (Inactive)

Game Master Koldoon

As the end of the harvest season approaches, Kassen prepares for its annual Quest. Each year the town sends its dignitaries to the crypt of its founder to recover the eternal flame, in a spirit of renewal. Some years adventurous youth get to go instead, braving the dangers of the journey as a rite of passage to adulthood. Rumor has it, this is the year—your year.


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A slow grinding sound fills the room as the central pillar begins to spin.

Finlogan and Aldelenna: It's pretty clear that you're too late. Opening the door must have set off the trap.

Aldelenna:
You figure that you have about a round to figure out what to do before the pillar starts spinning at full speed. You're guessing that's when it will make it's barrage. Unfortunately, it's equally likely that the only way to disarm it is AT the pillar by going over the bridge.

Venssa:
You note an old wooden shield stuck full of arrows, discarded on the floor.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan yells to back up and close the door. He tries to take full cover from his shield, if they are too slow.


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Finlogan's shield is probably too small, but he did take the tower shield from the golem. It's not really a combat shield... it's too heavy, large, and awkward, but to get cover it would probably do well.

Are Venssa and Aldelenna retreating?

"What's going on up there?" asks Rankev. He seems disgruntled as he backs up just as he was getting to the door.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Aldelenna runs back out of the chamber as quickly as her legs will carry her to get out of the reach of the arrow barrage she knows is coming. "Fin! Duck behind that tower shield!" She yells.


A8AA97

Venssa make a quick retreat back towards the door, as well.


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As the spinning pillar builds up speed arrows start firing, filling the room with the thunk of arrows hitting the wall and the clatter of them falling to the floor. At first it's just an arrow here and there, but soon the pillar is spinning mercilessly, firing arrows in all directions, a seemingly endless deadly barrage.

Aldelenna and Venssa quickly retreat behind the door, taking cover. Rankev never made it into the room, still waiting on Cole and Finlogan


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Huh? Finlogan tried to get out. Or got beyond the shield.


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Finlogan: It's not possible for all of you to get out as there's only so much room at the door and you had only six seconds. Aldelenna and Venssa managed to shelter behind the door, but you never clarified which shield you were using, since you took the tower shield from the golem but also had your own.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Cole uses a dodge action to make his way towards the door.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

my mistake. I didn’t know if I could get out. Fin would use the biggest shield available to get behind. And He would make room behind him for Cole.


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Cole also has a shield if he wishes to use it, I believe. It's large and unwieldly, useless for actual combat, but it would provide total cover.

The clatter of arrows continues, matched by the disconcerting thunk as the sink into the Fin's shield. Oddly, they don't sink far... and they should. The spinning pillar of death continues shooting arrows in all directions as you retreat.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan stays behind his tower shield and slowly retreats as the last in the arrow-filled chamber of death.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

After listening to the barrage of arrows finally cease Aldelenna tucks her wisp of curls behind her ear and says, "Now how in the nine hells are we supposed to get past that column of death? By the time I could even begin to figure out how to disable it, I'd be a damned porcupine..." She pauses for a moment looking around at all her friends, sighs, then picks up her drooping shoulders and speaks again. "This isn't what I expected. Honestly, I'm not sure I really had any idea what to expect. But this is the hand fate dealt us, and we must push forward. So..." She looks at her friends again. "Ideas?"


A8AA97

"Well it can not have an unlimited supply of arrows. Maybe we just keep triggering the machine and running away until it can fire no more? Just a thought."


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Fin quietly agrees with Venssa and starts to wait out the trap's supply of arrows.


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The retreat appears to have been successful. Behind the shield and the door, you are well protected from the barrage of arrows, which keeps up even after your retreat to the door.

It takes about 3 rounds for Fin to get safely behind the door... round 1 for Aldelenna and Venssa, round 2 for Cole, round 3 for Fin. The tower shield provides total cover, so he suffers no injuries during that time, though there is some concern... the shield isn't battle worthy. It may just have been put to this purpose before. You did note that the shields appeared to have been fairly well assaulted when you first studied them. Do you do anything while you wait? How long are you going to spend?


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

For my own part, I'd say Aldelenna would wait until the thing runs out of arrows. Unless it's still firing arrows after like five minutes or something, then we'll need to figure something else out. While we wait, Aldelenna will play around with the magical flute, both to entertain her friends, but also to see what she's capable of producing with it.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Since the door triggers the trap, I would say Fin would suggest triggering the trap repeatedly until the arrows run out.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Cole agrees with this approach.


A8AA97

I was going to suggest just blocking the door open until it ran out, but this is pretty much the same :-)


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And the cautious adventuring approach wins the day. This is, in fact, the best approach.

After what seems like hours but is probably only a few minutes, the firing of arrows slows and you hear the final clatter of one last arrow hitting the floor.

There's a large audible click of machinery in the wall and the southern door swings open.

The floor is littered with arrows... hundreds, perhaps as many as a thousand.

What would you like to do?


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan leads the group into the room behind the tower shield, in case there's another trap.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

"Maybe we should pick up some of these arrows? To use later?" Aldelenna says, as she bends down to scoop some up and stick in her pack, following Finlogan to the newly opened southern doorway.


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Cole fills his quiver as well.


A8AA97

Venssa examines the arrows to see if they are the blunt tipped ones like they found at the entrance of the tomb.


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Despite Fin's strength, it's clear the shield is bulky and unsuited to true combat. The trap does restart, but it's clear immediately that there is no ammunition left.

Venssa:
The arrows are indeed blunted. They'd certainly pack a punch, especially in a trap like this one, but they'd be unlikely to kill anyone unless they were hit by an unlucky shot.


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There is no opportunity to set a trap at the door and listen, as the door to the south opened on its own. There is also another door on the far east wall. You can guess that this is the one way door you discovered exploring the eastern side of the dungeon. That door remains closed.

The way south opens onto a passageway to the south. From the door it appears the passage continues a short distance, then opens into a larger room.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Fin stows the tower shield and readies his fighting shield and sword. Then, cautiously leads the crew into the larger room


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Cole follows closely behind Fin.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


A8AA97

"Again with the non-lethal traps...what was going on here? Was this just suppose to be some sort of test that got out of hand? I do not understand the ways of you town-people!"

Venssa follows behind Cole as they move into the larger room.


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There is no door, the room opening into a sort of stepped triangular room with great pillars holding up the ceiling. The walls are carved in a long continuous carving of mourners. On the south side of the room, the long side of the triangle, is a staircase going down.

You are at the entrance to the room along the passage. Let me know what you'd like the characters to do.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan will slowly enter the room following the left-hand wall and looking for traps, animated statues or undead.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Happy New Year!


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Aldelenna follows along cautiously, looking for any signs of danger, keeping her crossbow at the ready.

Better to use my passive perception here, than risk a low roll. So Perception Check = 10. Ready action to shoot a bolt at the first hostile creature that she perceives. Happy New Year all!!!


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As you enter, the familiar forms of skeletons crawl from behind the pillars.

I'll establish initiative order tonight. If anyone has pre-combat actions, now is the time.


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As the skeletons crawl from behind pillars you have a foreboding feeling. Bloody and in pieces, these skeletons still crawl and stumble towards you, their only weapons the razor sharp bone of their clawed fingers.

Initiative:

Cole initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Cole initiative (adv): 1d20 + 3 ⇒ (7) + 3 = 10
Finlogan initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Aldelenna initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Venssa initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Rankev initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Skeletons initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Group 1: Finlogan, Rankev
Group 2: Skeletons
Group 3: Aldelenna, Venssa, Cole

Round 1

Current turn: Group 1
Waiting on: Finlogan, Rankev


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Round before, Finlogan exchanges his longsword for his staff

Finlogan strikes one of the skellies.

staff: 1d20 + 5 ⇒ (13) + 5 = 18
if hit, damage: 1d6 + 3 ⇒ (2) + 3 = 5


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Finlogan moves forward and smashes one of the skeletons, breaking off part of its ribcage!

It's advance seems unslowed, despite the damage!

"Foul undead thing! Burn and witness POWER"

Rankev shoots off a bolt of burning fire at the same creature—it's the only one readily visible from his position.

Fire Bolt!: 1d20 + 5 ⇒ (9) + 5 = 14

His aim is true... the fire bolt hits!

It burns!: 1d10 ⇒ 1

But unfortunately only seems to be a glancing blow!

End of turn: Group 1.
Current turn: Group 2—Skeletons!


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Initiative

Group 1: Finlogan, Rankev
Group 2: Skeletons
Group 3: Aldelenna, Venssa, Cole

Round 1

Current turn: Group 2

The injured skeleton (yellow) moves past Finlogan as though heedless of its injuries, striking out at Venssa!

skeleton-yellow attacking Venssa: 1d20 + 3 ⇒ (19) + 3 = 22
skeleton-yellow attacking Venssa: 1d20 + 3 ⇒ (10) + 3 = 13

Another skeleton (red) slips behind a pillar, and strikes out at Cole with its hideous claws!

skeleton-red attacking Cole: 1d20 + 3 ⇒ (20) + 3 = 23
skeleton-red attacking Cole: 1d20 + 3 ⇒ (16) + 3 = 19

The two remaining skeletons come from behind the rear pillars, attacking Finlogan directly. One (blue) uses its claws, the other (green) a rusty scimitar.

skeleton-blue attacking Fin: 1d20 + 3 ⇒ (1) + 3 = 4
skeleton-blue attacking Fin: 1d20 + 3 ⇒ (1) + 3 = 4
skeleton-green attacking Fin: 1d20 + 4 ⇒ (10) + 4 = 14

Venssa is hit by a claw!
claw damage - Venssa: 1d3 + 2 ⇒ (1) + 2 = 3

But some supernatural hunger has overcome the creature that attacks Cole. It's strikes are vicious.
Crit on Cole: 1d3 + 1d3 + 2 ⇒ (1) + (3) + 2 = 6
second claw on Cole: 1d3 + 2 ⇒ (1) + 2 = 3

The skeleton attacking Finlogan with its claws doesn't seem to have much of its claws left. Fin is able to block the scimitar strikes of the other.

With Cole savaged by the attack, you can only hope you can recover from these vicious undead creatures!

Current turn: Group 3
Waiting on: Aldelenna, Venssa, Cole

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A8AA97

Reeling from the undeads attack, Venssa energizes her staff and fights back.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Round 1, Disengage

Cole, badly injured, disengages back up the halway while drawing his longbow to a position behind the others.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Seeing Cole so badly damaged, Aldellenna immediately casts her curative magic, and lays her hand gently on Cole to restore his health and vigor.

Cure Wounds: 1d8 + 4 ⇒ (3) + 4 = 7

"There now, my friend, you're back in the fight." Aldelenna stares at the vicious and bloody skeletons and chews her lip formulating a plan. "Everyone, when you can, fall back into the other room. My thunderwave spell is powerful, and has no care if friend or foe is near me. If you can all get in the other room, I'll stand fast in the hallway and let my wave of thunder send these bony bastards back to hell!" Showing what she means, Aldelenna squeezes past Rankev, giving his rear a pinch as she goes by, and stands just behind him in the hallway.


A8AA97

Venssa shakes her head.

Cast it over my head...I will stand before you and keep the skeletons back with my staff!"

After hitting the skeleton, she will back up with the others, until she is before Aldelenna.


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You need to note that some of this movement is going to trigger attacks of opportunity from the skeletons. Cole used the disengage action, so he's fine, but Aldelenna and Venssa both took actions on their turn that would prevent them disengaging.

Venssa's hit shatters the rest of the skeleton's rib cage and it crumbles before her, twitching, but no longer an apparent threat.

Aldelenna's curative magic knits flesh and sinew back together. Cole appears much recovered. However, her attempts to retreat are hampered by the skeleton attacking him turning its focus on her. Let me know if you still want to retreat, if so, the skeleton gets an attack of opportunity.

End of round 1 (pending decision from Aldelenna on retreat)

Initiative

Group 1: Finlogan, Rankev
Group 2: Skeletons
Group 3: Aldelenna, Venssa, Cole

Round 2!

Current turn: Group 1
Waiting on: Rankev, Finlogan


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Yeah, no, I realized they'd get opportunity attacks. Just hoping they miss, or if I die that my friends avenge me!!! :) Also figured if I draw OAs then they can't take another one this round. :)


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan takes a claw on his shield and counter-strikes a damaged one.

staff: 1d20 + 5 ⇒ (20) + 5 = 25
if hit, damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Is the staff a d8 in 5e?


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Return to round 1 to resolve Aldelenna retreat

The skeleton that was attacking Cole takes a swipe at Aldelenna as she hastily retreats!

Skeleton attack of opportunity on Aldelenna: 1d20 + 3 ⇒ (15) + 3 = 18

claw damage from vicious razor sharp swipe: 1d3 + 2 ⇒ (2) + 2 = 4

Sorry... these skeletons are vicious!

back to round 2!


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Fin, the one you and Rankev had damaged was the one that moved forward to attack Venssa and subsequently got its rib cage clobbered by her staff. I'm assuming you're attacking one of the ones in front of you?

Finlogan attacks the skeleton brandishing its rusty scimitar, brutally knocking its head clear from its shoulders in one massive strike that sends the skull slamming into the wall to land on the floor with a dull thud.

Two skeletons remain.

Rankev fires a single bolt of fire at the other skeleton that attacked Finlogan.

Rankev's blast of fire POWER: 1d20 + 5 ⇒ (1) + 5 = 6

Perhaps the proximity of the beasts causes him to lose his focus, as his bolt goes awry.

Current turn: Group 2—Skeletons!

Only two skeletons remain.

Blue (was attacking Fin) and Red (viciously damaged Cole)

The skeleton clawing at Fin continues to do so.

Skeleton (blue) claw attack on Finlogan: 1d20 + 3 ⇒ (15) + 3 = 18
Skeleton (blue) claw attack two on Finlogan: 1d20 + 3 ⇒ (13) + 3 = 16

The skeleton that attacked Cole stares at its bloody fingers and turns toward the nearest living target...

Skeleton (red) claw attack on Finlogan: 1d20 + 3 ⇒ (13) + 3 = 16
Skeleton (red) claw attack two on Finlogan: 1d20 + 3 ⇒ (13) + 3 = 16

Beating back attack after attack, Fin seems at first to have overcome all attackers. It's only after in horror that you realize the blood dripping from his armor is his own.

One successful claw strike on Finlogan: 1d3 + 2 ⇒ (2) + 2 = 4

End of Group 2.

Current turn: Group 3

Waiting on: Aldelenna, Venssa, Cole

Google Doc Map has been updated for those relying on that rather than Roll 20.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Aldelenna waits patiently to see if her Thunderwave spell is necessary.

Ready action to cast Thunderwave on the condition that her allies are out of the range of the spell, and the skeletons are within the range.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Round 2

Cole steps up and attacks the red skeleton on Fin as he switches to his Battleaxe.

BA Att: 1d20 + 6 ⇒ (16) + 6 = 22
BA Dam: 1d8 + 4 ⇒ (6) + 4 = 10

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