DM RyckyRych |
The woman falls to the flurry of arrows! The two remaining enemies look as if they will decide to fight until the end!
Fergus!
Fergus McDammitson |
Fergus rushes forward and engages the southeastern-most creep (the one in front of him on the map).
+1 Longsword: 1d20 + 8 ⇒ (9) + 8 = 17 for Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Second Attack (against the same guy if he's still standing; otherwise, Fergus moves northwest 5 feet--he still have movement--and attacks the other creep).
+1 Longsword: 1d20 + 8 ⇒ (19) + 8 = 27 for Damage: 1d8 + 7 ⇒ (5) + 7 = 12
DM RyckyRych |
Fergus needs just a couple of slashes with his longsword to eliminate the remaining threats!
Out of Combat!
The room is quiet, all that remains is the boxes and crates, the wagon, and the archway in the middle of the room. Faded images adorn the walls here, most appearing to show humans in the act of worshiping faint, shadowy creatures. Examining further, you see that the black stone archway is a semicircle 30 feet in diameter and 15 feet high. Silver crystals are set within the stone in a random pattern. Runes in Common cover it, but their ancient dialect requires some effort to decipher.
affecting any creature or object that passes through it from either side.
Searching the corpses, you find that the shadar-kai witch carries a brass key identical to the one you already have.
Fergus McDammitson |
Back whence we came, fellows? There was a passage we have not yet explored.
DM RyckyRych |
The only visible exit is a set of double doors on the other side of the portal.
Fizzlebomb |
arcana: 1d20 + 7 ⇒ (12) + 7 = 19
Fizz will relate the arcana knowledge he remembers.
Fergus, I'm not sure that we could get back up the hill with the poison spores. We should cautiously check the double doors, then we might have to proceed through the arch way if it looks like a portal.
DM RyckyRych |
Any healing or other inquiries before I proceed to the next room? I'll wait until tonight to move us along.
Fergus McDammitson |
But isn't there an unexplored passage in the southeast corner of Room #5? It's dark on my map but it appears like there might be something leading out of that room.
DM RyckyRych |
Negative, you have explored everything down here to see so far.
Fergus McDammitson |
Okay, then.
Onward through the double doors, friends?
DM RyckyRych |
Sounds like we have two confirmations so we will proceed through the double doors... in the next post! If I have time on my lunch I'll do it, otherwise it'll be tonight.
IIRC, everyone is at full health.
DM RyckyRych |
NOTE : North is to the right on this map.
You open the doors without trouble. This enormous darkened chamber has walls and ceiling of white marble. The northwest corner of the room has collapsed, a fall of stone spreading out across the floor. To the south, a stone arch similar to that seen in the chamber to the east stands against the wall. Another archway stands in the center of the chamber. However, the interior of this arch is obscured by a wall of black mist that roils and twists as if blown by a fierce wind.
Another dark creeper stands before the arch, his hands pressed to it as he mutters an incantation. Suddenly aware of your presence, he spins toward you, then vanishes.
Quickly thereafter the words of an incantation in Common ring out through the chamber: Protect this place with shadow’s claws! Suddenly, the dark mist obscuring the archway is torn through by a flash of white light. Six spectral shapes emerge from the archway, racing toward you!
I'll update the map and start initiative tonight!
Fizzlebomb |
can we back up for a sec? What was in the boxes and crates? Anything interesting. Was going to use the wand of detect magic in the room we were just in to see if there was anything in the crates. I know we got a duplicate key like the one we already have
If nothing, please continue with our regularly scheduled programming
DM RyckyRych |
You spend a bit of time using the wand to help search the room but nothing of note are in the crates. Just one charge off the wand. Continuing on.
Fizzlebomb: 1d20 + 0 ⇒ (14) + 0 = 14
Haldor: 1d20 + 0 ⇒ (18) + 0 = 18
Varis: 1d20 + 3 ⇒ (6) + 3 = 9
Wraith: 1d20 + 3 ⇒ (19) + 3 = 22
Spectres: 1d20 + 2 ⇒ (18) + 2 = 20
The incorporeal forms moves through you in order to take up positions to attack the party!
Wraith Life Drain vs Haldor: 1d20 + 6 ⇒ (7) + 6 = 13
Specter Life Drain vs Haldor: 1d20 + 4 ⇒ (3) + 4 = 7
Specter Life Drain vs Fergus: 1d20 + 4 ⇒ (18) + 4 = 22
Specter Life Drain vs Fergus: 1d20 + 4 ⇒ (2) + 4 = 6
Specter Life Drain vs Fizz: 1d20 + 4 ⇒ (3) + 4 = 7
Specter Life Drain vs Varis: 1d20 + 4 ⇒ (3) + 4 = 7
Necrotic Damage to Fergus: 3d6 ⇒ (3, 1, 4) = 8, plus a DC 10 Con Save or lose the same amount from your maximum hit point total.
As for as the dark one you saw earlier, no sign of him is evident.
1. Bad Guys!
2. Good Guys!
Fergus McDammitson |
Con Save: 1d20 + 2 ⇒ (20) + 2 = 22 Dang it! Wasted a crit roll.
A rather annoyed Fergus attacks the specter to his left (or south, if you're saying the right of the room is north):
+1 Longsword: 1d20 + 8 ⇒ (8) + 8 = 16 for Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Fergus uses Smite to add extra damage to the undead fiend: Smite Damage: 3d8 ⇒ (6, 2, 8) = 16
With his second attack, Fergus attacks the same specter unless he's down; if so, then the guy standing next to Fizz's left (south?):
+1 Longsword: 1d20 + 8 ⇒ (6) + 8 = 14 for Damage: 1d8 + 7 ⇒ (4) + 7 = 11
DM RyckyRych |
Fergus takes down one of the undead and wounds another! At least I think you hit the second one, I'll double check the AC when I get home.
Fergus -8
Specter #3 Dead
Specter #4 -11
Fizzlebomb |
Attacking the Spectre next to me
Shocking Grasp range touch
Melee spell attack advantage if wearing metal
2d8 lighting and can’t take actions start of its next turn
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
lightning damage: 2d8 ⇒ (6, 7) = 13
Haldor Dagsson |
Haldor invokes his divine ability to Turn Undead.
Not quite sure how this works. I think spell DC is 15. Undead with a CR of 1/2 or less that fail their save are automatically killed.
DM RyckyRych |
Fizzlebomb strikes the specter, however the creature seems to resist some of the electrical current of the spell!
Wraith: 1d20 + 2 ⇒ (5) + 2 = 7
Specter 1: 1d20 ⇒ 15
Specter 2: 1d20 ⇒ 4
Specter 4: 1d20 ⇒ 19
Specter 5: 1d20 ⇒ 14
Some of the undead seem to have been affected by the cleric's presence and look as if they will flee!
Varis!
Varis Starflower |
against whoever is most injured in reach of me
+1short sword: 1d20 + 8 ⇒ (15) + 8 = 23 dmg: 1d6 + 5 ⇒ (6) + 5 = 11
+1short sword: 1d20 + 8 ⇒ (16) + 8 = 24 dmg: 1d6 + 5 ⇒ (3) + 5 = 8
as bonus
magic fists: 1d20 + 7 ⇒ (8) + 7 = 15 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
DM RyckyRych |
With three powerful strikes the monk takes out the specter that is seemingly unaffected by the cleric's visage! Two of the specters and the wraith then turn to run while the one that held fast strikes at Fizz!
Touch: 1d20 + 4 ⇒ (12) + 4 = 16 for Damage: 3d6 ⇒ (1, 1, 5) = 7 and a DC 10 Con Save or lose that amount from your max hit point total.
If you take an AoO on the fleeing creatures tell me which one it is.
DM RyckyRych |
Fizzlebomb feels as if his life force has decreased!
By the way, party up! Remember you can take AoOs on the fleeing undead, just tell me which one.
Fizz -7 (HP Max -7)
Specter #1 Dead
Specter #2 Turned
Specter #3 Dead
Specter #4 -16
Specter #5 Turned
Wraith Turned
Fizzlebomb |
Attacking 4
Shocking Grasp range touch
Melee spell attack advantage if wearing metal
2d8 lighting and can’t take actions start of its next turn
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
lightning damage: 2d8 ⇒ (6, 7) = 13
DM RyckyRych |
The specter goes down despite its ability to resist electrical damage!
All but Fizz!
Fizz -7 (HP Max -7)
Specter #1 Dead
Specter #2 Turned
Specter #3 Dead
Specter #4 Dead
Specter #5 Turned
Wraith Turned
Fergus McDammitson |
Sorry, I was out of pocket again for most of the weekend.
Fergus takes an Attack of Opportunity on the specter just in front of him.
+1 Longsword: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 7 ⇒ (2) + 7 = 9 plus Crit Damage: 1d8 ⇒ 7
Do I take my regular attack now?
Fergus McDammitson |
Nah, AoO is a reaction, isn't it? Which should mean I still have a regular Action if it's the party's turn to act.
DM RyckyRych |
Correct, that was your reaction. Upon striking the enemy, you broke the turning effect and the specter now strikes back with his action.
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
However, the specter misses badly.
You guys are still up.
Fergus McDammitson |
Against the specter I just hit:
Attack 1: Longsword +1: 1d20 + 8 ⇒ (7) + 8 = 15 for Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Attack 2: Longsword +1: 1d20 + 8 ⇒ (17) + 8 = 25 for Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Second attack is on the same specter if he's still standing. Otherwise it's against the other specter (after Varis decides whether to take an AoO).
DM RyckyRych |
We'll wait to see what Varis decides to do before resolving your actions.
Varis Starflower |
AoO sword: 1d20 + 8 ⇒ (11) + 8 = 19 dmg: 1d6 + 5 ⇒ (3) + 5 = 8
attacking whoever seems most damaged
sword: 1d20 + 8 ⇒ (16) + 8 = 24 dmg: 1d6 + 5 ⇒ (4) + 5 = 9
sword: 1d20 + 8 ⇒ (4) + 8 = 12 dmg: 1d6 + 5 ⇒ (4) + 5 = 9
as bonus
Magic fist: 1d20 + 7 ⇒ (12) + 7 = 19 dmg: 1d6 + 4 ⇒ (2) + 4 = 6
DM RyckyRych |
The specter is struck by the sword, which also eliminates his effect. He attacks Varis!
Attack: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 3d6 ⇒ (2, 4, 1) = 7 and a DC 10 Con Save or lose the same amount to your max HP total.
Fergus and Varis team up to destroy the two undead in front of them! Varis, your last two attacks have no target unless you wish to move to strike the wraith. You can move to do so, just let me know.
Haldor and Varis (partial)
Haldor Dagsson |
AoO on the wraith:
+1 Hammer: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Since I almost certainly didn't hit him, that wouldn't dissuade him from continuing to flee, right? So my regular attack during my turn wouldn't provoke an immediate reaction?
Haldor Dagsson |
I'll go ahead and pre-queue my attack for when it's my turn:
Against the wraith:
+1 Hammer: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Ugh.
DM RyckyRych |
Haldor tries to strike the wraith as it is turned by him, but misses! The wraith then flees the area, heading for the stairs and out of sight!
It has a fly speed so the difficult terrain does not hinder it. Varis and Haldor can give chase if they wish, Varis only has his move action while Haldor has his full turn.
Haldor Dagsson |
Not inclined to chase it. I don't particularly want it at our back, but neither do I want to split the party among multiple rooms.
DM RyckyRych |
Haldor lets the creature go though he knows he will remained in fear of him for only a short time.
I believe its for a minute. What do you do? In essence you have nine rounds to do something until the turning is over.
Fergus McDammitson |
Quietly: Should we enter the room, just out of sight on either side of the doorway, and lie in wait for the wraith to return?
DM RyckyRych |
You could, and meet your doom! I wouldn't take such a creature lightly! A voice, coming from somewhere within the room, taunts you and then laughs. Just as suddenly as it was heard the room goes silent.
I forgot to ask... who has the strange key things?
DM RyckyRych |
I hope the Easter weekend was good for everyone. What do you do?
Fizzlebomb |
I'm thinking we spread out, not interested in going into the other room with a wraith at my back, but that we should spread out enough that he cant get to all of us at one time
Fergus McDammitson |
Agreed, sounds like a good plan.
Fergus moves forward (east?), anticipating the wraith's return.
DM RyckyRych |
The party spreads out, anticipating the wraith's return. Your other enemy has not shown his face as of yet, however he has remained silent as well.
If there are no other preps I'll have the wraith return to the battle tonight.
DM RyckyRych |
The wraith returns and rushes the paladin!
It had to double move. Party up!
DM RyckyRych |
Fizz calls upon a massive amount of arcane fire, however the effect on the creature is still less than full purchase!
All but Fizz!
Fergus McDammitson |
Die! Err, un-die? Do-die? Re-die? Fergus has succeeded in confusing himself.
+1 Longsword: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
I smite thee! Using a second-level spell:
Additional Smite Damage: 4d8 ⇒ (5, 6, 2, 5) = 18
Second attack: +1 Longsword: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Can I throw in a smite on my second attack too? Unsure on the rule.