Vaneros Anteri |
As Vaneros sees the Necromancer holding up the wand, he runs up behind Molok murmuring a spell. His eyes flare red like burning hot coals as he shouts: "Throw!"
He feels the Devil in his mind reaching out, infiltrating the necromancers thoughts, commanding him to obey.
Move to 10, G1.
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Save DC 13.
If you only allow standard commands, Vaneros will shout "Approach" instead.
--------------------
Vaneros Anteri, Noble Human Warlock (Fiend), Level 1
Initiative +2, AC 14, HP 8/10, HD 1d8/1d8, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 0/1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
Narnel Falerathon |
Narnel hugs the wall and moves forward, attempting to meld into the shadows and attack with a distinct advantage on his next turn.
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Ember Draymon |
" What?! " Ember exclaims as Cade thumps her, looking at the jagged crown.
" Fight him off Cade, it's me! "
She moves away from Cade further down the tunnel and draws out her hand axe hurling it at the Necromancer.
Handaxe : 1d20 + 4 ⇒ (10) + 4 = 14
Disadvantage : 1d20 + 4 ⇒ (2) + 4 = 6
Slashing: 1d6 + 2 ⇒ (4) + 2 = 6
Kenna Icemane |
Kenna moves up behind Molok in a spin bringing down one scimitar, then another on the skeleton before her.
Scimitar: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Scimitar off-hand: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 6
DM Asmodeus |
Location: Lance Rock
Map of Current Area (Click Here)
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Keaton runs up to the end of the hallway and shoots his ray of frost on the skeleton he has direct line of sight of. His ray strikes the skeleton soundly, freezing a few bones and slowly the creature slightly.
Cade with a mad look in his eye and a crown of thorns glowing on his head steps up to Ember and throws a quick punch. The blow lands firmly in her midsection as she is struck with the surprise of the blow.
Narnel moves forward trying to hug the wall and hide but with the necromancer's gaze firmly affixed in his direction he finds that his attempt is fruitless as its hard to hide from someone who can already see you.
As Vaneros sees the Necromancer holding up the wand, he runs up behind Molok murmuring a spell. His eyes flare red like burning hot coals as he shouts: "Throw!"
He feels the Devil in his mind reaching out, infiltrating the necromancers thoughts, commanding him to obey. The necromancer shakes the thoughts from his head and does not obey however.
Now that he has closed with his enemy, Molok swings his mighty greatsword at the skeletal foes. With a mighty swing the skeleton in front of him shatters into a million pieces.
Ember moves away from Cade further down the tunnel and draws out her hand axe hurling it at the Necromancer. The handaxe sailing over the necromancers head and landing somewhere back inside the cave.
Kenna moves up beside Molok in a spin bringing down one scimitar, then another on the remaining skeleton before her. Both Scimitars slicing into their mark cutting away bones and joints and causing the creature to crumble into a pile of bones at her feet.
With his undead minions fallen the necromancer quickly sizes up his approaching opponents. He drops the crown of madness over Cade and then holding the wand before him he utters a single phrase "HoH vagh" as five glowing missiles erupt from the tip of the wand. Two streak for Narnel, Two streak for Molok and the last streaks for Kenna.
The first two missiles strike Narnel in the chest knocking the man prone and unconscious as his ribs crack beneath the force of the blow.
The next two missiles strike Molok directly in the chest, the stone man staggers under the cracking of bone in can feel in his chest but does not go down.
The final missile strikes Kenna in her side as she staggers under the blow but she does not fall.
The necromancer backs into the cave after releasing the blast.
You are free of the necromancers control.
Rule on hiding says "You can't hide from a creature that can see you." You were already in line of sight prior to moving up and attempting to hide.
Necromancer
Keaton
Cade
Narnel
Vaneros
Molok
Ember
Kenna
Skeleton #1 takes 26 hitpoints of slashing damage from Molok's Greatsword.
Skeleton #1 is dead.
Skeleton #2 takes 6 hitpoints of cold damage from Keaton's Ray of Frost.
Skeleton #2 takes 4 hitpoints of slashing damage from Kenna's Scimitar.
Skeleton #2 takes 6 hitpoints of slashing damage from Kenna's Scimitar.
Skeleton #2 has taken a total of 16 hitpoints of damage.
Skeleton #2 is dead.
Necromancer has used 3 charges from the wand.
Ember takes 1 hitpoint of bludgeoning damage from Cade's fist.
Ember has 5 of 10 hitpoints remaining.
Vaneros used 1 first level spell slot.
Vaneros has 0 first level spell slots remaining.
Ember used 1 handaxe.
Ember has 1 handaxe remaining.
Narnel takes 3 hitpoints of force damage from the necromancer's magic missile.
Narnel takes 4 hitpoints of force damage from the necromancer's magic missile.
Narnel is unconcious. (Please begin death saves on your next turn.)
Molok takes 5 hitpoints of force damage from the necromancer's magic missile.
Molok takes 2 hitpoints of force damage from the necromancer's magic missile.
Molok has 1 of 12 hitpoints remaining.
Kenna takes 4 hitpoints of force damage from the necromancer's magic missile.
Kenna has 2 of 10 hitpoints remaining.
Necromancer Man has taken 5 hitpoints of damage total.
Necromancer has 6 temporary hitpoints total.
Necromancer has used 3 charges from the wand.
Narnel has 0 of 10 hitpoints remaining.
Narnel is unconscious.
Cade used 1 bardic inspiration (2 of 3 remaining.)
Cade has burned 1 hitdice (0 of 1 remaining.)
Cade has 9 of 10 hitpoints remaining.
Cade has used 2 first level spell slot (0 of 2 remaining.)
Cade sling bullets. (19 Remaining.)
Ember used 2 first level spell slots. (0 of 2 remaining.)
Ember has burned 1 hitdice (0 of 1 remaining.)
Ember has used 1 handaxe (1 of 2 remaining.)
Ember has 5 of 10 hitpoints remaining.
Molok has used Second Wind (0 of 1 remaining.)
Molok has 1 of 12 hitpoints remaining.
Vaneros has 8 of 10 hitpoints remaining.
Vaneros has 0 first level spell slots remaining.
Keaton has a blessed dagger.
Keaton used Arcane Recovery (0 of 1 remaining.)
Note: This is Keaton, I am currently with the group that has the rock man and Lathander demon. We are in need of assistance. We have encountered a powerful necromancer in a cave next to Lance Rock. There are many dead that he had animated with foul magic and defiled their bodies. Too many to deliver back to the town for proper burials. We have sustained heavy damages, many grievous wounds. We plan to attempt this cave again to dispose of this fiend. Please send aid. Say a prayer for us, Keaton
Keaton has a readied action: Cast Sleep Trigger: Necromancer shows himself
Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.
Kenna has 2 of 10 hitpoints remaining.
Kenna used 2 first level spell slots. (0 of 2 remaining.)
Kenna has burned 1 hitdice (0 of 1 remaining.)
------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 8:25:12pm
Year of the Scarlet Witch
Cade Ravenhill |
Cade looks around and shakes his head and questions himself, Whats going on? Seeing that the fighting has moved on he rushes forward and launches a stone from his sling at the necromancer.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
17 stones remaining
Move to G1, 15. I believe I have line of sight if i cant attack then double move to L1, 15
Keaton Larroquette |
He will make a hand gesture to croch down to stay out of sight of the necromancer.
Keaton sees the barrage of force missiles slam into his comrades. He quietly runs up the hallway stopping behind Kenna and makes an illusion in the hallway. The illusion is quite strange, it is a perfect five foot cube of various taxidermy animals wearing tailored clothing. There are many oddities in the cube and some curious creations that deserve special notation; a family of otters in formal wear, a dog in a nightgown, some frogs playing little fiddles dressed in yellow tunics, a lama with a disapproving look wearing leiterhossen, and a monkey wearing swimwear. Keaton croch down low keeping the line of sight obscured by his tiny colorful defenders.
Keaton gestures for the rest of the group to also stay low and stay obscured.
Kenna Icemane |
Kenna shakes off a moment of bewilderment at the strangely elaborate illusion and moves closer sheathing one scimitar. She draws a javelin and chucks it at the necromancer before taking cover behind the illusion.
Javelin: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Ember Draymon |
Ember races down the hall drawing and throwing another hand axe at the necromancer.
Hold on Narnel, hold on!
Move: D1 to I1
Handaxe!: 1d20 + 4 ⇒ (16) + 4 = 20
Handaxe Dis for range increment: 1d20 + 4 ⇒ (14) + 4 = 18
Slashing damage: 1d6 + 2 ⇒ (6) + 2 = 8 Wow feeling lucky!
Unfortunately with my 20 ft movement I can't make it to Narnel to stabilise him this round : /
Vaneros Anteri |
Vaneros smirks as he sees his spell not effecting his foe. He fires-off an Eldritch Blast as a follow-up and keeps behind the others in the tunnel.
Eldritch Blast: 1d20 + 5 ⇒ (11) + 5 = 16, Damage: 1d10 ⇒ 6
Vaneros has Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Move to 10/J1. If possible, Vaneros will duck down low to get into cover.
--------------------
Vaneros Anteri, Noble Human Warlock (Fiend), Level 1
Initiative +2, AC 14, HP 8/10, HD 1d8/1d8, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 0/1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
Molok Granite Fist |
Feeling weakened by the blast of magic from the necromancer, Molok continues his forward momentum, reaching back and withdrawing a javelin from it holder. Without breaking his stride, he hurlers the weapon at the retreating wizard.
Move 30 feet down the passageway to N1-12
Attack-javelin: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
DM Asmodeus |
Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.
Keaton quietly runs up the hallway stopping behind Kenna and makes an illusion in the hallway. The illusion is quite strange, it is a perfect five foot cube of various taxidermy animals wearing tailored clothing. There are many oddities in the cube and some curious creations that deserve special notation; a family of otters in formal wear, a dog in a nightgown, some frogs playing little fiddles dressed in yellow tunics, a lama with a disapproving look wearing leiterhossen, and a monkey wearing swimwear. Keaton crouch down low keeping the line of sight obscured by his tiny colorful defenders. Keaton gestures for the rest of the group to also stay low and stay obscured.
Cade clears his head and seeing that the fighting has moved on he rushes forward and launches a stone from his sling at the necromancer but the stone bounces off some kind of invisible armor that is protecting the necromancer.
Narnel's body convulses on the floor as blood can now be seen trickling from his mouth.
Vaneros fires-off an Eldritch Blast over the top of the weird taxidermy cube as to not give its true nature away. His expert skill not letting the cube in his way effect his shot. The blast strikes the necromancer but does no physical harm as it rips away the false life energy protecting him.
Molok continues his forward momentum, walking right through the cube of taxidermy animals and revealing their nature as an illusion to everyone including the necromancer. Then reaching back and withdrawing a javelin from it holder. Without breaking his stride, he hurlers the weapon at the retreating wizard. The javelin strikes the necromancer in the left shoulder as he howls in pain.
Ember races down the hall drawing and throwing another hand axe at the necromancer. The handaxe flips end over end and strikes the necromancer in the right thigh has he continues to take heavy damage from the groups assault.
Kenna shakes off a moment of bewilderment at the strangely elaborate illusion and moves closer dropping one scimitar to the ground as she draws a javelin and chucks it at the necromancer. Kenna's javelin also strikes true in the other leg of the necromancer as the bald man is beginning to look more like a pin cushion than a wizard of any sort.
Under the barrage of assaults against him the necromancer now in an incredible amount of pain just laughs as he speaks to the floating orb with the eye symbol above it in the middle of the room. "You see, they don't know your true power. Your true nature. They will learn, oh yes they will learn." he says.
He once again holds the wand up and utters the same phrase once again "HoH vagh" he says as 5 more missiles spring from the tip of the wand. Two of the missiles streak toward Molok, one toward Vaneros, one toward Kenna and one toward Ember. Molok having given away the illusionary cube, so it provided no cover for the group.
The first two missiles once again slam hard into Molok but with a loud battle cry Molok pushes back against the force and the missiles has no effect against his stone endurance.
The next missile strikes Vaneros in the arm but causes little more than a bad bruise.
The next missile strikes Kenna while not a very forceful blow it is enough to knock the woman down on top of her previous injuries. She collapses in the tunnel.
The final missile strikes Ember hard in the chest, knocking the flame haired woman to the ground as her head strikes hard against the cave floor. As she looks up at Narnel just a few feet away, reaching out to him she slips into blackness.
Seeing two more of the adventurers fall the necromancer smiles and slips further back into the cave.
You are unconscious. Please start death saves on your next turn.
You are unconscious. Please start death saves on your next turn.
Necromancer
Keaton
Cade
Narnel
Vaneros
Molok
Ember
Kenna
Necromancer takes 6 temporary hitpoints of force damage from Vaneros's Eldritch Blast.
Necromancer takes 7 hitpoints of piercing damage from Molok's javelin.
Necromancer takes 8 hitpoints of slashing damage from Ember's handaxe.
Necromancer takes 6 hitpoints of piercing damage from Kenna's javelin.
Necromancer has 0 temporary hitpoints remaining.
Necromancer has taken 26 hitpoints of damage total.
Necromancer has used 3 charges from the wand (6 Total)
Cade used 1 sling bullet. (17 Remaining)
Narnel failed 1 death save. (1 failed, 0 success)
Molok has used 1 javelin (3 Javelin Remains)
Molok takes 2 hitpoints of force damage from Necromancer's Magic Missile.
Molok takes 5 hitpoints of force damage from Necromancer's Magic Missile.
Molok uses Stone's Endurance as a reaction against the attacking missiles and reduces their damage to 0.
Molok has 1 of 12 hitpoints remaining.
Ember used one handaxe (0 of 2 remaining.)
Ember takes 5 hitpoints of force damage from Necromancer's Magic Missile.
Ember has 0 of 10 hitpoints remaining.
Ember is unconcious.
Vaneros takes 2 hitpoints of force damage from Necromancer's Magic Missile.
Vaneros has 6 of 10 hitpoints remaining.
Kenna takes 2 hitpoints of force damage from Necromancer's Magic Missile.
Kenna has 0 of 10 hitpoints remaining.
Kenna is unconscious.
Necromancer has taken 26 hitpoints of damage total.
Necromancer has used 6 charges from the wand.
Narnel has 0 of 10 hitpoints remainng.
Narnel death saves (1 failed, 0 success)
Narnel is unconscious.
Cade used 1 bardic inspiration (2 of 3 remaining.)
Cade has burned 1 hitdice (0 of 1 remaining.)
Cade has 9 of 10 hitpoints remaining.
Cade has used 2 first level spell slot (0 of 2 remaining.)
Cade sling bullets. (17 Remaining.)
Ember used 2 first level spell slots. (0 of 2 remaining.)
Ember has burned 1 hitdice (0 of 1 remaining.)
Ember has used 2 handaxe (0 of 2 remaining.)
Ember has 0 of 10 hitpoints remaining.
Ember is unconscious.
Molok has used Second Wind (0 of 1 remaining.)
Molok has used Stone's Endurance (0 of 1 remaining.)
Molok has used 1 javelin (3 Javelin Remains)
Molok has 1 of 12 hitpoints remaining.
Vaneros has 6 of 10 hitpoints remaining.
Vaneros has 0 first level spell slots remaining.
Keaton has a blessed dagger.
Keaton used Arcane Recovery (0 of 1 remaining.)
Note: This is Keaton, I am currently with the group that has the rock man and Lathander demon. We are in need of assistance. We have encountered a powerful necromancer in a cave next to Lance Rock. There are many dead that he had animated with foul magic and defiled their bodies. Too many to deliver back to the town for proper burials. We have sustained heavy damages, many grievous wounds. We plan to attempt this cave again to dispose of this fiend. Please send aid. Say a prayer for us, Keaton
Keaton has a readied action: Cast Sleep Trigger: Necromancer shows himself
Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.
Kenna has 0 of 10 hitpoints remaining.
Kenna is unconcious.
Kenna used 2 first level spell slots. (0 of 2 remaining.)
Kenna has burned 1 hitdice (0 of 1 remaining.)
------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 8:25:18pm
Year of the Scarlet Witch
Molok Granite Fist |
Still unable to close with the necromancer, and feeling his sudden surge of health fading, Molok withdraws another javelin and throws it at his enemy.
Move to T1-9
Attack-ranged: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Keaton Larroquette |
1 person marked this as a favorite. |
Keaton moves further up the passageway to the entrance to the larger cavern. He locks eyes with the bald man and whispers a word to him. snooze
move to 13, m1. The sleep spell is cast on 8, w1.
sleep: 5d8 ⇒ (2, 3, 6, 3, 7) = 21
Sleep
1st Level Spell
Enchantment
Casting Time: 1 action
Duration: 1 minute
Range: 90 feet
Components: V, S, M
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious crea
tures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Material Component: A pinch of fine sand, rose petals, or a cricket.
Narnel Falerathon |
Narnel nods to Cade, then quickly circles around, staying to the walls of the cavern in an effort to hide amongst the rocks at the end of his movement.
Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
Vaneros Anteri |
Vaneros moves down the tunnel until he sees the Necromancer again. Seeing Keaton cast a spell on the foe, he waits for it to take effect, ever ready to shoot another eldritch blast.
I'm behind Keaton in initiative, so I'll see if the sleep spell has worked once I come round the corner, right? I will only shoot my eldritch blast if the necromancer doesn't fall to sleep. Else I'll use the dash action and move further towards the necromancer, intending to get the wand out of his hands.
Move to 14 / o1
Possibly: Eldritch Blast: 1d20 + 5 ⇒ (2) + 5 = 7, Damage: 1d10 ⇒ 4
--------------------
Vaneros Anteri, Noble Human Warlock (Fiend), Level 1
Initiative +2, AC 14, HP 6/10, HD 1d8/1d8, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 0/1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
DM Asmodeus |
Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.
Keaton moves further up the passageway to the entrance to the larger cavern. He locks eyes with the bald man and whispers a word to him. "snooze"
The necromancer slumps to the ground in a snore... the wand slipping from his fingertips and falling on the ground.
Cade moves up ready to launch another sling bullet but seeing the necromancer had fallen does not release the sling bullet.
Narnel breaths a little better upon the ground but he is not out of the woods as of yet.
Vaneros moves down the tunnel until he sees the Necromancer again. Seeing that the necromancer had fallen and dropped the wand he dashes to the spot next to the necromancer and prepares to pick up the wand.
Molok closes in behind Vaneros with a javelin at the ready should the necromancer wake up.
Ember convulses on the ground struggling to breath in the air around her unconscious form.
Kenna withers upon the ground, bleeding out from her wounds.
We must stay in initiative even though the necromancer is down because we have three unstable characters and the necromancer is only asleep.
Necromancer
Keaton
Cade
Narnel
Vaneros
Molok
Ember
Kenna
Necromancer is asleep. (54 seconds remaining.)
Keaton used 1 First Level Spell Slot (o of 1 remaining.)
Narnel made 1 successful death save. (1 success, 1 failure.)
Ember failed 1 death save. (0 success, 1 failure.)
Kenna failed 1 death save. (0 success, 1 failure.)
Necromancer has taken 26 hitpoints of damage total.
Necromancer has used 6 charges from the wand.
Necromancer is asleep. (54 seconds remaining.)
Narnel has 0 of 10 hitpoints remainng.
Narnel death saves (1 failed, 1 success)
Narnel is unconscious.
Cade used 1 bardic inspiration (2 of 3 remaining.)
Cade has burned 1 hitdice (0 of 1 remaining.)
Cade has 9 of 10 hitpoints remaining.
Cade has used 2 first level spell slot (0 of 2 remaining.)
Cade sling bullets. (17 Remaining.)
Ember used 2 first level spell slots. (0 of 2 remaining.)
Ember has burned 1 hitdice (0 of 1 remaining.)
Ember has used 2 handaxe (0 of 2 remaining.)
Ember has 0 of 10 hitpoints remaining.
Ember death saves (1 failed, 0 success)
Ember is unconscious.
Molok has used Second Wind (0 of 1 remaining.)
Molok has used Stone's Endurance (0 of 1 remaining.)
Molok has used 1 javelin (3 Javelin Remains)
Molok has 1 of 12 hitpoints remaining.
Vaneros has 6 of 10 hitpoints remaining.
Vaneros has 0 first level spell slots remaining.
Keaton has a blessed dagger.
Keaton used Arcane Recovery (0 of 1 remaining.)
Keaton used 1 First Level Spell Slot (0 of 1 remaining.)
Note: This is Keaton, I am currently with the group that has the rock man and Lathander demon. We are in need of assistance. We have encountered a powerful necromancer in a cave next to Lance Rock. There are many dead that he had animated with foul magic and defiled their bodies. Too many to deliver back to the town for proper burials. We have sustained heavy damages, many grievous wounds. We plan to attempt this cave again to dispose of this fiend. Please send aid. Say a prayer for us, Keaton
Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.
Kenna has 0 of 10 hitpoints remaining.
Kenna death saves (1 failed, 0 success)
Kenna is unconscious.
Kenna used 2 first level spell slots. (0 of 2 remaining.)
Kenna has burned 1 hitdice (0 of 1 remaining.)
------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 8:25:24pm
Year of the Scarlet Witch
Keaton Larroquette |
1 person marked this as a favorite. |
Keaton does a little victory jump seeing his spell working flawlessly. He begins to yell in a fast loud manic voice
Yes! Yes! Woo! Quickly, we have only moments before this wretched man wakes. Let us strip him down and bind him! I bet there are many families in Red Larch that have questions about loved ones. This monster will pay dearly for his use of black magic!
Keaton quickly pops out of his manic moment, adjusting his tone to a normal volume. How are the injured? Is everyone safe?
He quickly enters the room making for the necromancer as he talks fumbling to get a coil of rope off his backpack.
And just as quickly as he stopped his manic moment he jumps right back to it.
Take everything away from him, any rings, rods, wands, staff, pouches, odd regents, dirt, or lard. Give him no components to cast more magic on us. We should bind his hands behind him, gag him, blindfold him, and bind his ankles together. I will parade him into town on a floating disk so he does not slow us down!
move + dash to V1,10. Not sure if he can pull out the rope ad part of a move action, if not he just fumbles with it this round and will pull it out next round.
Molok Granite Fist |
Molok, ignoring the order to strip the wizard, instead takes his greatsword and stabs the necromancer with all his might. Once dead, he removes the wizards head and stuffs it into a sack.
Not too sure how you want to handle this, but I believe I get advantage with the strike and critical damage. Is that correct?
Keaton Larroquette |
Keaton pauses mid stride as he sees the stone man begin to decapitate the necromancer. There is a wide eyed pause, a moment of stillness from Keaton, then he begins to yell loudly at Molok as he begins to shake a little from the anger, the veins on the sides of his forehead bulge and look as if they were to pop.
Really!? Really, really!? He was our captive! If we show up with a head in a sack there is no proof we are just common murderers! Besides he is half rotted with black blood, they will think we found a corpse and made up a story! You are doing the talking mr. he who likes to talk so much. You are going to explain why you are carrying a rotted head in a sack, and why there is a cave of restless dead corpses dressed in circus fare, and this glowing thing in the room he ranted over! Seriously have a story ready because I am getting the sheriff and sending him your way first thing when we get to town!!!!!
Vaneros Anteri |
Seeing their foe collapse, Vaneros advances and picks up the wand. Just at that moment, Molok rushes past him, intent on striking down the necromancer for good. Vaneros quickly takes a few steps back, so he won't be caught in the spray of black blood caused by the decapitation.
"Hell's Bells," he curses as he watches the scene. He can barely hear Keaton shouting. In his head, everything spins. He is in shock. The fight was grim. His comrades lie dying. And Blood everywhere.
Vaneros shakes his head. They're bleeding out, he thinks, his legs already carrying him away from the necromancer and towards his comrades.
Pick up the wand and then move back into the tunnel, to 13 / P1.
--------------------
Vaneros Anteri, Noble Human Warlock (Fiend), Level 1
Initiative +2, AC 14, HP 6/10, HD 1d8/1d8, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 0/1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
Molok Granite Fist |
Molok looks stunned and confused as Keaton starts to yell at him. As the wizard's tirade continues, this look changes to one of grim determination. He stalks over to the wizard and in his calm, deep voice speaks.
"Because I do not chirp like some starling on a fence post all day long, you think me slow or stupid. Is that it? This creature was evil. It has nearly killed three of our comrades, took over the mind of a forth and you want to march this monster right into the middle of a town full of innocents? The sheriff already asked us to stop bringing him bodies...and I am sure he will agree that holding one such as this would place his people in terrible jeopardy.
I do not understand you humans. We battle to the death with this necromancer...he would not spare us, but you wish to spare him. Why? He will tell us nothing. Better to remove the threat then allow it to linger. I will speak to the sheriff and I will explain myself, but I believe he has eyes, and will see the condition of our party."
He leaves the wizard to help with the wounded, shaking his head in dismay at the ways of humans.
DM Asmodeus |
Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.
Keaton rushes over to stand next to Vaneros. He barks orders of disarming and tying up the man.
Cade kneels down and tries to help Narnel but as he examines his prone body he cannot determine what Narnel's wounds are. They must be internal.
Narnel rolls to one side...
Vaneros picks up the necromancers wand from the ground where it had fallen and quickly moves back toward the tunnel.
Molok drops his javelin and draws his greatsword, ignoring the order to strip the wizard, instead takes his greatsword and cuts the head from the necromancer causing a fountain of bright red blood. He was human after all.
Ember is still in distress but has stopped convulsing for the moment.
Kenna still lays dying upon the floor of the cave.
The glowing sigil above the glowing sphere in the center of the room watches what is happening. Curtains cover all the walls of the cave and reflect back the purplish glow.
Click Here to see what the sigil looks like that is above the glowing purple sphere.
You can only draw readied items as part of a move, the rope is stowed so it takes an action to retrieve.
We are still in initiative so you can not stow the head until your next turn. You used your action to attack.
We are still in initiative due to dying characters.
Keaton
Cade
Narnel
Vaneros
Molok
Ember
Kenna
Necromancer takes 19 points of slashing damage from Molok's greatsword.
Necromancer has taken 45 hitpoints of damage total.
Necromancer is dead.
Vaneros picked up the wand.
Narnel made 1 successful death save. (2 success, 1 failure.)
Ember made 1 successful death save. (1 success, 1 failure.)
Kenna made 1 successful death save. (1 success, 1 failure.)
Narnel has 0 of 10 hitpoints remaining.
Narnel death saves (1 failed, 2 success)
Narnel is unconscious.
Cade used 1 bardic inspiration (2 of 3 remaining.)
Cade has burned 1 hitdice (0 of 1 remaining.)
Cade has 9 of 10 hitpoints remaining.
Cade has used 2 first level spell slot (0 of 2 remaining.)
Cade sling bullets. (17 Remaining.)
Ember used 2 first level spell slots. (0 of 2 remaining.)
Ember has burned 1 hitdice (0 of 1 remaining.)
Ember has used 2 handaxe (0 of 2 remaining.)
Ember has 0 of 10 hitpoints remaining.
Ember death saves (1 failed, 1 success)
Ember is unconscious.
Molok has used Second Wind (0 of 1 remaining.)
Molok has used Stone's Endurance (0 of 1 remaining.)
Molok has used 1 javelin (3 Javelin Remains)
Molok has 1 of 12 hitpoints remaining.
Vaneros has 6 of 10 hitpoints remaining.
Vaneros has the necromancer wand.
Vaneros has 0 first level spell slots remaining.
Keaton has a blessed dagger.
Keaton used Arcane Recovery (0 of 1 remaining.)
Keaton used 1 First Level Spell Slot (0 of 1 remaining.)
Note: This is Keaton, I am currently with the group that has the rock man and Lathander demon. We are in need of assistance. We have encountered a powerful necromancer in a cave next to Lance Rock. There are many dead that he had animated with foul magic and defiled their bodies. Too many to deliver back to the town for proper burials. We have sustained heavy damages, many grievous wounds. We plan to attempt this cave again to dispose of this fiend. Please send aid. Say a prayer for us, Keaton
Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.
Kenna has 0 of 10 hitpoints remaining.
Kenna death saves (1 failed, 1 success)
Kenna is unconscious.
Kenna used 2 first level spell slots. (0 of 2 remaining.)
Kenna has burned 1 hitdice (0 of 1 remaining.)
------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 8:25:30pm
Year of the Scarlet Witch
Narnel Falerathon |
Narnel rolls over to his back, his breathing not so labored as he appears to stabilize.
3 Successes, 1 Failure - Stabilized
Keaton Larroquette |
As Molok turns and walks away Keaton continues to yell at him.
Stupid! I never called you stupid! I do not even think that! And you are right the sheriff asked us to stop bringing in bodies, dead bodies, before you removed his head he was a criminal not a body! I was going to make it so this evil bastard would not be able to cast any magic. And just because I "chirp" all day does not make me full of wind or ignorant! And to answer you; "Why should we spare him?", because if we do not we are just as messed up and evil as him. We drag his good for nothing hide back to town and they hang him high after a short trial. You want to start understanding humans first lesson, we have laws that keep the weak safe and guarded. Some of them make no sense, do not get me wrong I do pick and choose the ones I follow, but murder. Murderers need to be publicly punished to set an example. And days later as crows feast on their corpse dangling by a rope people will think again about killing someone. And if you want to make a good point don't walk away after you say your comments, that is ignorant!
Keaton Larroquette |
Looking a bit worried about his comrades that have not stopped bleeding out. Keaton shuffles about where he stands looking helpless. He seems ready to take any direction that could assist.
I have nothing to assist with the healing. I ready my action to assist with any directions he is given to help stabilize his comrades. Hopefully my familiar will bring the clerics.
Vaneros Anteri |
Moving towards Kenna, Vaneros tears off a stripe of linen from his sleeve. The Warlock gets down on one knee and tries to somehow staunch the bleeding. The fabric is soaked within seconds.
Aaaahhh, can you feel her live slowly flowing away from her? The devil's voice rings in Vaneros' ears.
"Shut the f..." Vaneros mumbles before realizing he is talking out loud.
How long do you think you can keep up this charade?
As long as I need to. Now if you can't help her, at least don't disturb me trying!
Move to 11 / K1. The piece with the tearing of the sleeve is just fluff I think. Then try to stabilize Kenna:
Wisdom (Medicine): 1d20 + 0 ⇒ (8) + 0 = 8
I'm really sorry...
--------------------
Vaneros Anteri, Noble Human Warlock (Fiend), Level 1
Initiative +2, AC 14, HP 6/10, HD 1d8/1d8, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 0/1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
DM Asmodeus |
Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.
Looking a bit worried about his comrades that have not stopped bleeding out. Keaton shuffles about where he stands looking helpless. He seems ready to take any direction that could assist. He finally dashes over to Ember, not having any real medical training he could try to bandage her wounds to try and help her.
Seeing that there is nothing he can do for Narnel Cade moves over to help Ember. He is at a loss at what to do when he finally examines her fallen form.
Narnel rolls over to his back, his breathing not so labored as he appears to stabilize.
Moving towards Kenna, Vaneros tears off a stripe of linen from his sleeve. The Warlock gets down on one knee and tries to somehow staunch the bleeding. The fabric is soaked within seconds.
Dashing to where Kenna lies, Molok tears off the stopper on the potion bottle and hands it to Vaneros.
Ember begins to violently thrash around upon the cave floor.
Kenna's body begins to convulse in front of her companions.
Keaton fumbles with trying to get Ember to quit thrashing around but his limited knowledge of medicine is to no avail.
Cade looks over at Keaton as he tries to stabilize Ember as well but neither men can get her to stop convulsing and thrashing about.
Narnel is stable.
Vaneros takes the bottle from Molok and pours the liquid into Kenna's mouth. Kenna stabilizes and a moment later as some of her wounds stitch themselves together her eyes flick open.
Molok quickly dashes around the other passage and attempts to staunch the bleeding of Ember's Wounds. Seeing that the other men's bandaging efforts had been futile, Molok quickly recognizes that a rib that has been broken inward on her chest. Molok quickly cuts a small hole in Ember's side to allow the blood that had pooled internally to be released and her body stops convulsing and she is then bandaged properly.
Ember is stable.
Kenna gets to her feet.
We are out of initiative. Everyone is stable. I am not going to update the map again unless there is a need to do so. Feel free to move as you see fit.
Narnel made 1 successful death save. (3 success, 1 failure.)
Narnel is stable.
Ember failed 1 death save. (1 success, 2 failure.)
Ember has been stabalized by Molok.
Kenna failed 1 death save. (1 success, 2 failure.)
Molok minus 1 healing potion.
Kenna plus 6 hitpoints from Molok's Healing Potion.
Kenna has 6 of 10 hitpoints remaining.
Narnel has 0 of 10 hitpoints remainng.
Narnel is stable.
Narnel is unconscious.
Cade used 1 bardic inspiration (2 of 3 remaining.)
Cade has burned 1 hitdice (0 of 1 remaining.)
Cade has 9 of 10 hitpoints remaining.
Cade has used 2 first level spell slot (0 of 2 remaining.)
Cade sling bullets. (17 Remaining.)
Ember used 2 first level spell slots. (0 of 2 remaining.)
Ember has burned 1 hitdice (0 of 1 remaining.)
Ember has used 2 handaxe (0 of 2 remaining.)
Ember has 0 of 10 hitpoints remaining.
Ember is stable.
Ember is unconscious.
Molok has used Second Wind (0 of 1 remaining.)
Molok has used Stone's Endurance (0 of 1 remaining.)
Molok has used 1 javelin (3 Javelin Remains)
Molok has 1 of 12 hitpoints remaining.
Vaneros has 6 of 10 hitpoints remaining.
Vaneros has the necromancer wand.
Vaneros has 0 first level spell slots remaining.
Keaton has a blessed dagger.
Keaton used Arcane Recovery (0 of 1 remaining.)
Keaton used 1 First Level Spell Slot (0 of 1 remaining.)
Note: This is Keaton, I am currently with the group that has the rock man and Lathander demon. We are in need of assistance. We have encountered a powerful necromancer in a cave next to Lance Rock. There are many dead that he had animated with foul magic and defiled their bodies. Too many to deliver back to the town for proper burials. We have sustained heavy damages, many grievous wounds. We plan to attempt this cave again to dispose of this fiend. Please send aid. Say a prayer for us, Keaton
Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.
Kenna has 6 of 10 hitpoints remaining.
Kenna used 2 first level spell slots. (0 of 2 remaining.)
Kenna has burned 1 hitdice (0 of 1 remaining.)
------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 8:26pm
Year of the Scarlet Witch
Kenna Icemane |
"Did we get him this time...?" Kenna looks around the room until her eyes fall upon the decapitated corpse. "It seems we did... is everyone alright?"