Fizzlebomb |
Fizz considers shooting a Firebolt in the general direction of the two individuals but doesn't want to cause any misunderstandings if she is telling the truth
DM RyckyRych |
From what you can see and have heard all is as it seems. Two people appear to be down from the heat and/or exhaustion.
Fizzlebomb |
The overly cautious gnome has another idea. Let's skirt the dune and approach from an angle so as to be able to see beyond the dune behind them and cautiously approach them that way so as to not be taken by surprise. Everyone be on guard.
Fizz cowardly waits for other approval before doing anything else
DM RyckyRych |
Everyone will need to tell me the exact path you plan on taking. I'll put the map up in a bit.
EDIT : Map should be up.
Fergus McDammitson |
Fergus will move directly west (toward the bottom of the map) to roughly the location where the northward-pointing sword on the legend is, then south-southwest to the edge of the dune ridge (bottom of the map) and peer down the length of the other side of the dune ridge. If nothing appears awry, Fergus will move on the other side of the dune ridge southeast toward the two people and try to begin resuscitative efforts.
As per the gnome's instructions, Fergus's "antenna" are up for a possible ruse and ambush.
DM RyckyRych |
I'll wait to see if anyone else is moving and where. I poorly drew a line of movement, is that where you wanted to go?
Fergus McDammitson |
Yes, that's pretty good. Once on the other side of the dune ridge, I would be moving almost directly southeast along, but on that side, of the dune ridge line.
DM RyckyRych |
OK, sounds good. To get to that point would take two rounds, so to speak. Anyone else wish to do anything within those 12 seconds of time?
Fergus McDammitson |
I'll speak for Haldor because he's at Scout camp.
Haldor will cast Detect Good and Evil and then, maintaining concentration, move counter-clockwise around the soft sand separating the party from the downed people, in hopes that he will know once he is within 30 feet of them whether they, and their intentions, are good or evil.
Tried to draw a purplish line on the map roughly reflecting Haldor's movement.
DM RyckyRych |
I don't see said purplish line so I drew one. Is that about right? That'll take two rounds also. We'll wait for Fizz and Varis.
Fizzlebomb |
Fizz will follow Fergus. During the first round, Fizz will fire a firebolt 10 feet due west of the woman. Then will continue to move with Fergus, and during the 2nd round will be in a dodge mode.
not trying to hit her, just dust up the sand simulating an attack if they are expecting us to do something like the gig is up. they've spotted us
Fergus McDammitson |
Weird, I wonder why you can't see it. But yes, the one you drew is roughly the same as what I drew.
DM RyckyRych |
I see it now, I erased mine. Waiting on Varis.
DM RyckyRych |
Fizz will follow Fergus. During the first round, Fizz will fire a firebolt 10 feet due west of the woman. Then will continue to move with Fergus, and during the 2nd round will be in a dodge mode.
not trying to hit her, just dust up the sand simulating an attack if they are expecting us to do something like the gig is up. they've spotted us
Please give me a Deception roll since you are trying to do something that is not how it would normally look.
DM RyckyRych |
When Fizz fires his spell, the cloaked figure flinches. after a brief pause, a bestial humanoid suddenly rises from the ground, the layer of sand that concealed it streaming down its mottled brown cloak. It wields a razor-sharp short sword, snarling as it looks to attack!
No surprise as you had taken plenty of precautions.
Fizzlebomb: 1d20 + 0 ⇒ (19) + 0 = 19
Haldor: 1d20 + 0 ⇒ (20) + 0 = 20
Varis: 1d20 + 3 ⇒ (14) + 3 = 17
Woman: 1d20 + 2 ⇒ (5) + 2 = 7
Beasties: 1d20 + 2 ⇒ (7) + 2 = 9
1. Haldor, Fizz and Varis
2. Bad Guys!
3. Fergus
Bold may act! I've adjusted your position on the map to where you should be after "one round". I have that as Haldor casting his spell and a move of 30', Fizz moving and casting his spell, Fergus double moving south and Varis holding at the top of the dune.
Sand Dunes: The hard-packed sand in this area rises and falls in sweeping dunes. The direction of each dune’s slope is indicated on the map. The upward slope of a dune is difficult terrain, but moving along the downward slope incurs no penalty (So Fergus would be moving in difficult terrain as he moves toward the woman, as an example). Creatures on opposite sides of a dune slope have cover against each other.
Soft Sand: These patches of deep shifting sand are always difficult terrain. Additionally, movement through soft sand requires a DC 14 Acrobatics or Athletics check or be stopped by the sand and gain the restrained condition.
Haldor Dagsson |
Haldor moves 30 feet down the slope toward the woman and casts Sacred Flame on her. Dex save 15
Damage: 2d8 ⇒ (2, 6) = 8
Fizzlebomb |
Is the woman a combatant?
Until we know, Fizz will focus on the bestial thing.
FireBolt range 120ft
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 2d10 ⇒ (6, 3) = 9
Varis Starflower |
Varis moved and shoots two arrows at the bestial thing.
bow: 1d20 + 6 ⇒ (16) + 6 = 22 arrow: 1d8 + 3 ⇒ (2) + 3 = 5
bow: 1d20 + 6 ⇒ (14) + 6 = 20 arrow: 1d8 + 3 ⇒ (2) + 3 = 5
Haldor Dagsson |
It is fair to say that, because the woman lied about the bestial thing that is now attacking us, she also should be treated as an enemy combatant.
DM RyckyRych |
Dex: 1d20 + 2 ⇒ (10) + 2 = 12 or Dex: 1d20 + 2 ⇒ (10) + 2 = 12
The woman is unable to roll out of the way of the cleric's spell! A combination of arcane might and ranged weaponry takes out the cloaked form! Meanwhile, two more cloaked humanoids appear above the ridge as the woman stands up. The old woman’s form shimmers like heat haze. In her place stands a wizened hag, pointed teeth bared in a hideous smile as she laughs!
She then casts Magic Missile: 3d4 + 3 ⇒ (1, 4, 4) + 3 = 12 at 1d4 ⇒ 4 Varis, then scampers up the dune! The two humanoids, with the fur and head of a jackal, run down the hill to face Haldor!
Scimitar at +4, with Pack Tactics: 2d20 ⇒ (5, 16) = 21
Scimitar at +4, with Pack Tactics: 2d20 ⇒ (18, 11) = 29
Damage from two hits: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Both enemies land solid strikes against the cleric! If you wish to maintain the Detect Evil spell, roll Concentration. You can tell that all of the enemies you've seen are indeed evil but no other sources were present.
Fergus, Haldor (-14), Fizz and Varis (-12)
Hag (-8), Jackalwere One (0) and Jack 2 (0)
Haldor Dagsson |
Nah, it's okay to let Concentration drop on the Detect Evil spell.
Bad idea.
Haldor invokes his channel divinity ability, Destructive Wrath, to do maximum lightning and thunder damage on the following spell.
Haldor then casts Call Lightning, with the target immediately behind the two jackalweres (i.e., within 5 feet of both of them but with me out of range). Each jackalwere takes 30 damage (Dex save 15 for half damage) and each is pushed 10 feet away from Haldor.
Haldor then uses his movement to move 15 feet (half movement up the dune slope) away from the Hag and whatever remains of the jackalweres.
Fergus McDammitson |
Fergus "dashes" (double-moves) up the dune toward the Hag.
DM RyckyRych |
Dex, need 13+: 2d20 ⇒ (17, 17) = 34
Storm clouds appear over the area and Haldor calls down a flash of electricity! The enemies manage to avoid a full strike from the lightning, though both look badly hurt as they are sent backwards! Fergus gets in some much needed exercise running up the sandy hill!
Fergus, Haldor (-14), Fizz and Varis (-12)
Hag (-8), Jackalwere One (-15) and Jack 2 (-15)
Fizzlebomb |
Seeing the bad guys all bunched up together, Fizz will drop a fireball in space on top of the ridge, east of the hag, and south of the Jackalwere.
(3) Fireball Range 150 ft
Dex Saving throw 20 ft radius
fire damage: 8d6 ⇒ (5, 4, 2, 4, 2, 3, 2, 1) = 23
Half damage on a miss
I've placed a red circle where the fireball should go off
3rd level spell (1 of 3)
DM RyckyRych |
Dex!: 1d20 ⇒ 3
The two humanoids and blown to bits by the blast! The woman, while not able to shield herself from the fire, seems to be in better condition that Fizz would have thought!
Fergus, Haldor (-14), Fizz and Varis (-12)
Hag (-19)
Varis Starflower |
Varis charges the hag and engages
sword: 1d20 + 7 ⇒ (15) + 7 = 22dmg: 1d6 + 4 ⇒ (6) + 4 = 10
sword: 1d20 + 7 ⇒ (13) + 7 = 20dmg: 1d6 + 4 ⇒ (4) + 4 = 8
ki point to try to stun (Con Save 14 )
fist: 1d20 + 6 ⇒ (4) + 6 = 10dmg: 1d6 + 3 ⇒ (4) + 3 = 7
Fergus McDammitson |
Sent you a PM when you have a few moments, Rick.
DM RyckyRych |
Sent you a PM when you have a few moments, Rick.
Received and replied.
Varis, I'm not sure you had enough movement considering the difficult terrain, where did you start from? I don't recall. Anyway, I know you have a bunch of movement so we'll not worry about it.
Con Save: 1d20 + 3 ⇒ (5) + 3 = 8
The hag is stunned by the firs strike! Varis, since you have advantage you can roll again for the fist.
Party is up again!
Fergus, Haldor (-14), Fizz and Varis (-12)
Hag (-37)
Fizzlebomb |
Ray of Frost range 60ft
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 2d8 ⇒ (1, 6) = 7
crit damage: 2d8 ⇒ (7, 5) = 12
upon hit speed reduced by 10ft until start of my next turn
DM RyckyRych |
Good grief, man. Slow down with all of the crits.
Fizz hits the stunned hag with a particularly strong arcane attack!
Fergus, Haldor (-14), Fizz and Varis (-12)
Hag (-56)
DM RyckyRych |
From last turn Varis' fist connects against the stunned enemy!
All but Fizz may act!
Haldor Dagsson |
Haldor again calls down lightning (part of the same spell), this time on the Hag:
Damage: 3d10 ⇒ (5, 4, 8) = 17, Dex save 15 for half damage
DM RyckyRych |
2d20 ⇒ (17, 12) = 29
The hag manages to avoid some of the damage!
Fergus, Haldor (-14), Fizz and Varis (-12)
Hag (-71)
Fergus McDammitson |
Fergus continues to slog up the dune toward the Hag. He reaches the end of his movement and heaves a javelin at the witch:
Javelin Throw!: 1d20 + 7 ⇒ (12) + 7 = 19 for Damage: 1d6 + 6 ⇒ (6) + 6 = 12
DM RyckyRych |
The hag is impaled by the javelin!
Fergus, Haldor (-14), Fizz and Varis (-12, 4/6 ki)
Hag (-83)
Varis Starflower |
if the hag is still stunned (and should be until the end of my turn) she auto fails Dex and STR saves
sword: 1d20 + 7 ⇒ (9) + 7 = 16 or adv: 1d20 + 7 ⇒ (19) + 7 = 26 dmg: 1d6 + 4 ⇒ (1) + 4 = 5
sword: 1d20 + 7 ⇒ (14) + 7 = 21 or adv: 1d20 + 7 ⇒ (4) + 7 = 11 dmg: 1d6 + 4 ⇒ (1) + 4 = 5
fist: 1d20 + 6 ⇒ (5) + 6 = 11 or adv: 1d20 + 6 ⇒ (3) + 6 = 9 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
DM RyckyRych |
Ah, that's right, that was a Dex save! She auto fails against the lightning!
Varis stabs the hag twice but misses with the followup punch! Finally able to fight back, the hag instead elects to flee! In a moment she vanishes!
Combat over!
You continue on your way after dealing with your latest enemies. Another day passes without incident... or does it?
1d4 ⇒ 3
Haldor Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Random thing!: 1d20 ⇒ 4
You are now on your third day of travel. Earlier this morning, the course you have been following became a rocky track leading toward another basalt bluff in the distance. However, as the track curves around to its south side, you see two guard towers of hewn stone set into the face of the 50' tall bluff. Narrow gouges that might be arrow slits flank a narrow track leading directly into the rock. Though worn by long years of sand and wind, the towers are clearly of dwarven construction, standing as strong as the day they were built.
Before you a rusted portcullis blocks the long entrance tunnel. The darkened entry corridor extends inward between rows of arrow slits. At the far end, a massive stone gate banded with iron stands closed. Halfway along the corridor, a rusty portcullis blocks further movement. The sand that has drifted in to cover the corridor floor is well marked by recent footprints and signs of heavy objects being dragged.
beyond.
Map updated. Let me know what you would like to do and how you wish to proceed. You are at full strength after having a long rest. You will not be able to benefit from another long rest during this portion of the adventure as you've had your last one too recently.
Fergus McDammitson |
It's a trap!
Quietly, to his companions: Unless there are any other entrances, I suggest we sprint in and rush the gates. Maybe we can get through without too much damage.
DM RyckyRych |
@Varis : In case you didn't know already, if your roll is higher than any of the DCs of the spoilers you can read it. You are not limityed to just one, its progressive. I'll assume you would tell what you discovered with your companions so everyone can read all three spoilers (especially the DC 12 one).
DM RyckyRych |
It's a trap!
Quietly, to his companions: Unless there are any other entrances, I suggest we sprint in and rush the gates. Maybe we can get through without too much damage.
Also, be aware that the portcullis is down. You do not have a clear run at the double doors. I've shaded in part of the hallway past where it is to make it a little easier to see what's going on.