Rurik Deepflagon |
Rurik draws his pick from the hanger ring on his belt.
"Hrm...who do you suppose that is."
He motions to the smoke meandering out of the chimney.
"At least it'll be warm in there. Heh!"
He uses the butt of his leathered palm to wipe the snow from his eyebrows and adjusts his armor straps.
"So, do we try to peek through the windows, or do we knock?"
Florr |
"We are here! Let's go!" Florr musters the last of her strength to keep getting to the Manor.
[dice=Perception to notice anything else outside the Manor]1d20+2
[dice=Perception disadvantage cuz I'm super tired]1d20+2
Super tired, Florr heads into the mansion. She looks for a place that is somewhat quiet to take a rest. She'll say hello to anyone she sees in the mansion.
"Rurik, are you resting? Can you wake me in 8 hours if I'm not awake and you are. Thank you! Erazire, make yourself at home."
Vadym |
When Florr opens the mansion door she is greeted by a very tall pale man with a muscular build. A thick scarf covers the lower half of his face. He is wearing thick black robes and his hood is pulled over his long silver hair. He seems taken aback, but looks her up and down, then looks at her companions. He looks up at the falling snow, sighs through his nose, and motions for them to come inside.
Inside there is a fairly large sword propped against the wall and charcoal drawings scattered around the floor.
Florr |
"Hi!"She offers a hand to shake on greeting."My name is Florr Hemera and I was a part of the adventuring group that cleared out this mansion. My friends and I are seeking shelter from the storm. We were in the nearby woods rescuing a friend. Do you mind if we rest here? Who are you and why are you here? Are you helping with the restoration here?"
Vadym |
"Hi!"She offers a hand to shake on greeting."My name is Florr Hemera and I was a part of the adventuring group that cleared out this mansion. My friends and I are seeking shelter from the storm. We were in the nearby woods rescuing a friend. Do you mind if we rest here? Who are you and why are you here? Are you helping with the restoration here?"
He gives an irratated nod and waves her in. He hands her a rolled up piece of parchment then sits starting into the fire. He holds a finger up to his face as if asking for quiet and begins placing the scattered drawings into the flames one by one. He seems entranced.
Rurik Deepflagon |
Quote:"Hi!"She offers a hand to shake on greeting."My name is Florr Hemera and I was a part of the adventuring group that cleared out this mansion. My friends and I are seeking shelter from the storm. We were in the nearby woods rescuing a friend. Do you mind if we rest here? Who are you and why are you here? Are you helping with the restoration here?"He gives an irratated nod and waves her in. He hands her a rolled up piece of parchment then sits starting into the fire. He holds a finger up to his face as if asking for quiet and begins placing the scattered drawings into the flames one by one. He seems entranced.
"he's casting a spell, bewitched my mind.. voices! He looks at the book. Demons?"
His body becomes ridgid and you see a large black tentacle slip out from his pack and around his throat.
ROLL FOR INITIATIVE
Initiative: 1d20 + 0 ⇒ (5) + 0 = 5
Vadym |
Vadym picks up his sword and moves behind Rurik. He swings the sword with both hands aiming at the tentacle. A white flash erupts from the sword as he swings.
to hit: 1d20 + 7 ⇒ (16) + 7 = 23
damage if hit+ radiant strike: 1d10 + 3 + 2d8 ⇒ (10) + 3 + (6, 4) = 23
extra d8 damage if it counts as a fiend: 1d8 ⇒ 7
Haven's Cross GM Kris |
Vadym picks up his sword and moves behind Rurik. He swings the sword with both hands aiming at the tentacle. A white flash erupts from the sword as he swings.
[dice=to hit]1d20+7
[Dice=damage if hit+ radiant strike]1d10+3 + 2d8
[Dice=extra d8 damage if it counts as a fiend]1d8
The tentacle is severed and ruptures with radiant energy before turning to ashes, a book tumbles out of Rurik's backpack as the stump of the appendages withdraws inside the book's pages.
Haven's Cross GM Kris |
You see a flurry in front of Ruriks shield with sounds of hissing and scraping from the other side.
1: 1d20 + 3 ⇒ (19) + 3 = 22
2: 1d20 + 3 ⇒ (4) + 3 = 7
3: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Something breaks on Ruriks shield and flies off towards his face, gashing him deep across the brow, blood pours into his eye.
Between Rurik's ankles crawls 3 skeletal claws. They scramble through the foyer and towards the rest of the party.
Vadym |
Vadym begins running towards Rurik, stopping to face the 3rd skeleton through the door. While running he flicks his wrist at the skeletons behind him and two translucent shimmering blades fly from his hand. The blades then explode into a fury of ice shards.
I'm casting ice knife twinned
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
ice knife skeleton 1: 1d20 + 5 ⇒ (6) + 5 = 11
ice knife skeleton 2: 1d20 + 5 ⇒ (18) + 5 = 23
skel 1 damage if hit: 1d10 ⇒ 10
skel 2 damage if hit: 1d10 ⇒ 9
The blades explode - All within 5ft DC 13 dex save or take:
explosion 1: 2d6 ⇒ (2, 1) = 3
explosion 2: 2d6 ⇒ (5, 1) = 6
He faces the third skeleton and holds his blade in a ready stance. He glares into his vacant eye sockets. Vadym's eyes grow hot with anger, seemingly literally as they turn a bright orange.
Bonus action (quickened) casts true strike
Haven's Cross GM Kris |
Vadym begins running towards Rurik, stopping to face the 3rd skeleton through the door. While running he flicks his wrist at the skeletons behind him and two translucent shimmering blades fly from his hand. The blades then explode into a fury of ice shards.
** spoiler omitted **He faces the third skeleton and holds his blade in a ready stance. He glares into his vacant eye sockets. Vadym's eyes grow hot with anger, seemingly literally as they turn a bright orange.
Bonus action (quickened) casts true strike
The claw Skeleton Claw 2 is imaples and becomes stiff with rigamortis and frost.
Skeletal Claw 1 Save Dex: 1d20 + 2 ⇒ (19) + 2 = 21
Skeletal Claw 1 Save Dex: 1d20 + 2 ⇒ (16) + 2 = 18
Skeletal Claw 3 Save Dex: 1d20 + 2 ⇒ (13) + 2 = 15
Skeletal Claw 3 Save Dex: 1d20 + 2 ⇒ (12) + 2 = 14
They avoid the explosion.
Florr |
Florr steps up close to the remaining two claws. She closes her eyes briefly and focuses her strength and energy, then opens them and channels her spell.
She then glances towards the book to make sure she doesn't see any movement or hear any noises.
Vadym |
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Vadym winces as he is pushed by the thunderwave. He holds a hand up as the energy pushes him across the floor. Ripples of energy seem to be sucked into his palm. He then grips his sword again and it glows faintly.
Casts absorb elements as a reaction
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Rurik Deepflagon |
Rurik grimaces over his shoulder towards the party and Erazire in particular.
"Ready? I'll slow em down the best I can."
Rurik spins his pick backwards in his hand to use the back of the head.
Swing: 1d20 + 6 ⇒ (8) + 6 = 14
Smash (using lower damage dice): 1d6 + 4 ⇒ (3) + 4 = 7
The skeletons ribcage shatters and sends the rest of the limbs tumbling to the ground unmoving.
Rurik pivots out of the door ready.
Haven's Cross GM Kris |
The skeletons push and shove through the doorway biting and clawing looking for flesh.
Skeleton 3 on Rurik: 1d20 + 3 ⇒ (14) + 3 = 17
Skeleton 5 on Rurik: 1d20 + 3 ⇒ (8) + 3 = 11
Skeleton 8 on Rurik: 1d20 + 3 ⇒ (17) + 3 = 20
Skeleton 4 on Rurik: 1d20 + 3 ⇒ (6) + 3 = 9
Skeleton 7 on Rurik w/ half cover: 1d20 + 3 ⇒ (18) + 3 = 21
Skeleton 2 on Rurik: 1d20 + 3 ⇒ (18) + 3 = 21
Skeleton 1 on Rurik: 1d20 + 3 ⇒ (7) + 3 = 10
Skeleton 9 on Rurik: 1d20 + 3 ⇒ (4) + 3 = 7
Skeleton 6 on Rurik: 1d20 + 3 ⇒ (7) + 3 = 10
One claw connects Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Skeleton 6 provokes an attack of opportunity from Erazire as it bolts towards Vadym.
Skeleton 3 provokes and attack of opportunity from Rurik as it bolts towards Florr.
Vadym |
Vadym runs around the skeleton crashing to the floor from Erazire's blow. He stands toe to toe with skeleton 1 and swings his sword downward towards its clavicle with two hands.
attack: 1d20 + 7 ⇒ (10) + 7 = 17
adv from true strike: 1d20 + 7 ⇒ (9) + 7 = 16
damage from sword and absorb elements: 1d10 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8
great weapon fighting, reroll 1s and 2s: 1d10 ⇒ 9
15 total damage (3 thunder)
He then swings upward at skeleton 9
action surge attack: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d10 + 3 ⇒ (3) + 3 = 6
Finally a blade of ice manifests itself in his hand and he hurls it at skeleton 10.
using 2 sorcery points and level 2 slot to quicken a lev 2 ice knife
ice knife to hit: 1d20 + 5 ⇒ (11) + 5 = 16
damage if hit: 1d10 ⇒ 5
The blade explodes
Skeletons within 5 ft make a DC 13 dex save or take 3d6 damage
Haven's Cross GM Kris |
Vadym runs around the skeleton crashing to the floor from Erazire's blow. He stands toe to toe with skeleton 1 and swings his sword downward towards its clavicle with two hands.
...........Finally a blade of ice manifests itself in his hand and he hurls it at skeleton 10.
using 2 sorcery points and level 2 slot to quicken a lev 2 ice knifeThe blade explodes
Skeletons within 5 ft make a DC 13 dex save or take 3d6 damage
You cleave the skeleton in twain.
The second skeleton you attack loses his jawbone and a chunk of skull but still fights on.
Your ice knife misses skeleton 10 sticking in the door jamb exploding shortly after.
Skeleton 12 Dex: 1d20 + 2 ⇒ (14) + 2 = 16
Skeleton 7 Dex: 1d20 + 2 ⇒ (4) + 2 = 6
Skeleton 13 Dex: 1d20 + 2 ⇒ (18) + 2 = 20
Skeleton 11 Dex: 1d20 + 2 ⇒ (6) + 2 = 8
Skeleton 10 Dex: 1d20 + 2 ⇒ (3) + 2 = 5
Coldsplosion damage: 3d6 ⇒ (4, 6, 4) = 14
Skeleton 7, 11 and 10 are blasted full force with a cold concussion falling to the floor, the others are able to avoid it.
Haven's Cross GM Kris |
Vadym will glance toward where Erazire is pointing but keep the majority of his focus on the enemies directly in front of him.
You catch a glimpse of a smokey, vaporous mass. It flickers and fades but doesn't quite move the way a smoke or vapor should as it slowly flows out from the wall.
Florr |
Florr sees the skeleton rushing towards her and musters her wits, focusing on its lumbering gait. Casts True strike, quickened.
As soon as the skeleton is next to her, she reaches out a hand and grabs the bony wrist. Short bursts of electricity crackle on her fingertips, waiting to be released.
Melee spell attack for shocking grasp: 1d20 + 4 ⇒ (5) + 4 = 9
Advantage due to quickened true strike: 1d20 + 4 ⇒ (16) + 4 = 20
The crackling lightning zooms through the skeleton's bony body, sizzling up and down its bones.
Lightning damage: 1d8 ⇒ 6 This skeleton cannot make reactions until the start of its next turn.
Haven's Cross GM Kris |
Florr sees the skeleton rushing towards her and musters her wits, focusing on its lumbering gait. Casts True strike, quickened.
As soon as the skeleton is next to her, she reaches out a hand and grabs the bony wrist. Short bursts of electricity crackle on her fingertips, waiting to be released.
[DICE=Melee spell attack for shocking grasp] 1d20 +4
[DICE=Advantage due to quickened true strike] 1d20 +4
The crackling lightning zooms through the skeleton's bony body, sizzling up and down its bones.
[DICE=Lightning damage] 1d8 This skeleton cannot make reactions until the start of its next turn.
The skeleton arcs electricity and burn marks appear across it's surface as it stares at you with empty eye sockets.
You recognize it. You buried it.