DM RyckyRych |
Dex!: 2d20 ⇒ (3, 2) = 5
Varis cuts and punches the yellow gnoll while giving an elbow to the red one, knocking both of them to the ground! However, both get right back up and decide to pay the monk back for the dirty trick!
Greatsword: 1d20 + 5 ⇒ (14) + 5 = 19 for Damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8
Greatsword: 1d20 + 5 ⇒ (15) + 5 = 20 for Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Bite: 1d20 + 5 ⇒ (15) + 5 = 20 for Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Greatsword: 1d20 + 5 ⇒ (2) + 5 = 7
Greatsword: 1d20 + 5 ⇒ (16) + 5 = 21 for Damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15
Bite: 1d20 + 5 ⇒ (6) + 5 = 11
The recruits, directed by the Warmaster, also try to take the lightly-armored villain out of the fight!
Bow: 1d20 + 3 ⇒ (18) + 3 = 21 for Arrow: 1d8 + 1 ⇒ (2) + 1 = 3
Bow: 1d20 + 3 ⇒ (2) + 3 = 5
Bow: 1d20 + 3 ⇒ (11) + 3 = 14
Bow: 1d20 + 3 ⇒ (3) + 3 = 6
Let me know if you are able to do something about that arrow, Varis. Depending on your decision everyone can then read the appropriate spoiler for the situation:
Dagger: 1d20 + 6 ⇒ (12) + 6 = 18 for Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Varis goes down to the onslaught of the enemy!
1. Varis (??)
2. Recruits (#2 -17), Shader-Kai and Gnolls (Yellow -42, Red -10)
3. Haldor (-4), Fergus (-14) and Fizz (-3)
4. Warmaster
Varis Starflower |
Varis will block the arrow deflection: 1d10 + 11 ⇒ (1) + 11 = 12 and...
Sent it back as part of the same action (for a ki point)
backAtYouFool attack: 1d20 + 7 ⇒ (16) + 7 = 23 dmg: 1d8 + 4 ⇒ (1) + 4 = 5
Still going down, but that felt immensely satisfying
DM RyckyRych |
That is cool, however I would argue that the arrow would be like a dart when thrown like that, so it would be a d4 instead, in this case you rolled a 1 so it didn't really matter.
Varis flings the arrow back at the now-not-so-lucky recruit, cutting the side of his neck! Varis then takes a dagger to the face and goes down in a heap. You can roll a death save now in case for some reason you aren't healed before then.
1. Varis (-48, prone, dropped weapon, dying, need death save)
2. Recruits (#1 -5, #2 -17), Shader-Kai and Gnolls (Yellow -42, Red -10)
3. Haldor (-4), Fergus (-14) and Fizz (-3)
4. Warmaster
Fizzlebomb |
unable to articulate his awe and distress at seeing Varis go down after a feat of monkism.
Fizz waves his wand of magic missiles at yellow gnoll.
(1) Magic Missile range 120ft
3 darts (1 or multiple targets)
damage: 1d4 + 1 ⇒ (1) + 1 = 2
damage: 1d4 + 1 ⇒ (2) + 1 = 3
damage: 1d4 + 1 ⇒ (3) + 1 = 4
DM RyckyRych |
Fizz eliminates the yellow gnoll from the fight with one of the magic bolts and damages the other with two more!
1. Varis (-48, prone, dropped weapon, dying, need death save)
2. Recruits (#1 -5, #2 -17), Shader-Kai and Gnoll (Red -17)
3. Haldor (-4), Fergus (-14) and Fizz (-3)
4. Warmaster
Fizzlebomb |
Jim is out of whack for a couple of days. So we can either hold off, or we can go with the below
Haldor will heal Varis with a 2nd level spell.
(1) Cure Wounds Range Touch
healing: 2d8 + 7 ⇒ (7, 7) + 7 = 21
1d8 for each cast level as 2nd or higher
Fergus is going to attack the red gnoll
First Attack:: 1d20 + 8 ⇒ (8) + 8 = 16
for Damage:: 1d8 + 7 ⇒ (8) + 7 = 15
second Attack:: 1d20 + 8 ⇒ (6) + 8 = 14
for Damage:: 1d8 + 7 ⇒ (6) + 7 = 13
DM RyckyRych |
This works.
Haldor heals Varis, who wakes up from his dirt nap.
Fergus slays the other gnoll with two swings that are just good enough to evade the enemy's defenses!
The warmaster tosses his longbow to the ground, draws a vile-looking weapon and charges the paladin!
Wicked Fang: 1d20 + 6 ⇒ (7) + 6 = 13
Wicked Fang: 1d20 + 6 ⇒ (10) + 6 = 16
The two swings glance harmlessly off of the pristine armor of Fergus!
1d6 ⇒ 3
1. Varis (@21 HP, prone, dropped weapon)
2. Recruits (#1 -5, #2 -17) and Shader-Kai
3. Haldor (-4), Fergus (-14) and Fizz (-3)
4. Warmaster
Varis Starflower |
Varis stand up and attacks the Wicket Fang next to him
fist: 1d20 + 7 ⇒ (4) + 7 = 11 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
fist: 1d20 + 7 ⇒ (4) + 7 = 11 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
as bonus(ki point)
fist: 1d20 + 7 ⇒ (2) + 7 = 9 dmg: 1d6 + 4 ⇒ (3) + 4 = 7
fist: 1d20 + 7 ⇒ (12) + 7 = 19 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
on hit :he cannot take reaction
And
thrown in another point to try and stun him
(Con Save 14)
varis 2/7 ki
DM RyckyRych |
Con: 1d20 + 1 ⇒ (16) + 1 = 17
The warmaster avoids three of the punches but gets caught by the last. He doesn't seem to be impaired by the strike, however.
The recruits continue firing arrows at Varis!
Bow: 1d20 + 3 ⇒ (13) + 3 = 16
Bow: 1d20 + 3 ⇒ (6) + 3 = 9
Bow: 1d20 + 3 ⇒ (18) + 3 = 21 for Damage: 1d8 + 1 ⇒ (6) + 1 = 7 Unless deflected.
Bow: 1d20 + 3 ⇒ (13) + 3 = 16
The shader-kai decides to stand toe-to-toe with the monk now that a place has opened up for him! Drawing two shortswords, he makes an attack with each!
Shortsword: 1d20 + 6 ⇒ (12) + 6 = 18 for Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Shortsword: 1d20 + 6 ⇒ (4) + 6 = 10
Varis needs to make a DC 12 Con Save or be blinded until the end of his next turn.
1. Varis (?? HP, dropped weapon)
2. Recruits (#1 -5, #2 -17) and Shader-Kai
3. Haldor (-4), Fergus (-14) and Fizz (-3)
4. Warmaster (-8)
Fizzlebomb |
Fergus will attack shadar Kai
First Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Second Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
DM RyckyRych |
Dex!: 1d20 + 4 ⇒ (20) + 4 = 24
Varis goes blind, the recruit dies, and both Fergus and Haldor fail to damage their respective targets! Realizing the monk is unable to see, the warmaster tries to take advantage!
Wicked Fang: 1d20 + 6 ⇒ (7) + 6 = 13 or 1d20 + 6 ⇒ (5) + 6 = 11
Wicked Fang: 1d20 + 6 ⇒ (6) + 6 = 12 or 1d20 + 6 ⇒ (18) + 6 = 24
Damage to Varis: 1d8 + 3 ⇒ (7) + 3 = 10 This damage can only be regained from the benefit of a long rest, so until then your HP maximum is lowered.
Also Varis needs to make a DC 15 Con Save or be Wounded and take Necrotic Damage: 1d4 ⇒ 4
1. Varis (6/35 HP, dropped weapon, need Con Save, blinded)
2. Recruits (#1 -5) and Shader-Kai
3. Haldor (-4), Fergus (-14) and Fizz (-3)
4. Warmaster (-8)
DM RyckyRych |
Varis elects to try and play a defensive game, being so close to death! You need to make another Con Save to avoid more necrotic damage next turn. Healing or a DC 15 Heal check from someone other than you will also do the trick.
1. Varis (2/35 HP, dodging, dropped weapon, need Con Save)
2. Recruits (#1 -5) and Shader-Kai
3. Haldor (-4), Fergus (-14) and Fizz (-3)
4. Warmaster (-8)
Something came up, I'll do their attacks in a while.
Fizzlebomb |
Question: Can haldor cast cantrips while a Bless spell is up if he doesnt break concentration with a spell requiring concentration? could he cast sacred flame with maintaining a bless spell?
DM RyckyRych |
As long as the second spell does not also require concentration you'll be fine.
The three remaining recruits, though nervous after seeing some of their companions fall in battle, nonetheless try to keep the monk down!
Bow: 1d20 + 3 ⇒ (3) + 3 = 6 or 1d20 + 3 ⇒ (16) + 3 = 19
Bow: 1d20 + 3 ⇒ (12) + 3 = 15 or 1d20 + 3 ⇒ (5) + 3 = 8
Bow: 1d20 + 3 ⇒ (3) + 3 = 6 or 1d20 + 3 ⇒ (6) + 3 = 9
However the evasive Varis manages to present a target too tough to strike! The shader-kai elects to challenge the paladin!
Shortsword: 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d6 + 4 - 3 ⇒ (1) + 4 - 3 = 2
Shortsword: 1d20 + 6 ⇒ (11) + 6 = 17
Fergus now needs a DC 12 Con Save or be blinded.
1. Varis (2/35 HP, dodging, dropped weapon, taking necrotic damage on his turn)
2. Recruits (#1 -5) and Shader-Kai
[b]3. Haldor (-4), Fergus (-16, need Con Save) and Fizz (-3) [/dice]
4. Warmaster (-8)
Fizzlebomb |
Fergus: attacking the warmaster
con save: 1d20 + 2 + 3 ⇒ (20) + 2 + 3 = 25
first attack: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d8 + 7 ⇒ (6) + 7 = 13
second attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 7 ⇒ (1) + 7 = 8
Fizzlebomb |
Haldor:
will cast sacred flame on warmaster.
Sacred flame range 60ft
Dex save
radiant damage: 2d8 ⇒ (1, 2) = 3
No benefit for cover
Bonus spell
Healing word on Varis
healing: 1d4 + 7 ⇒ (1) + 7 = 8
DM RyckyRych |
Dex: 1d20 + 2 ⇒ (19) + 2 = 21
While avoided the cleric's spell the warmaster gets caught by the wizard spell as well as the blade of the paladin! Enraged, he strikes back at Fergus!
Wicked Fang: 1d20 + 6 ⇒ (1) + 6 = 7
Wicked Fang: 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 1d8 + 3 - 2 ⇒ (1) + 3 - 2 = 2
While the blow isn't vicious, the nasty blade has some effect on the holy warrior! Fergus takes Necrotic Damage: 1d4 ⇒ 1 and needs to make a DC 15 Con Save or be healed to get rid of recurring damage.
1d6 ⇒ 6
The rampaging warmaster commands the shader-kai to make an inspired attack against the monk!
Shortsword: 1d20 + 6 ⇒ (12) + 6 = 18 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Varis goes down again! The monk's face will be bruised up from all of the dirt naps.
1. Varis (0/35 HP, dropped weapon, prone, need death save)
2. Recruits (#1 -5) and Shader-Kai
3. Haldor (-4), Fergus (-19, HP max lowered by 2, need Con Save) and Fizz (-3)
4. Warmaster (-41)
DM RyckyRych |
Oh yeah!
1d20 + 6 ⇒ (3) + 6 = 9
Varis dodges the attack at the last moment!
1. Varis (10/35 HP, dropped weapon)
2. Recruits (#1 -5) and Shader-Kai
3. Haldor (-4), Fergus (-19, HP max lowered by 2, need Con Save) and Fizz (-3)
4. Warmaster (-41)
Way to burn off that crit fail also!
Varis Starflower |
vs Warmaster
fist: 1d20 + 7 ⇒ (14) + 7 = 21 dmg: 1d6 + 4 ⇒ (6) + 4 = 10
fist: 1d20 + 7 ⇒ (8) + 7 = 15 dmg: 1d6 + 4 ⇒ (2) + 4 = 6
as bonus (flury)
fist: 1d20 + 7 ⇒ (16) + 7 = 23 dmg: 1d6 + 4 ⇒ (6) + 4 = 10
fist: 1d20 + 7 ⇒ (20) + 7 = 27 dmg crit: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Varis 1 ki point left
DM RyckyRych |
Varis punches out the warmaster and pummels the shader-kai down to near death! The recriuts nervously takes aim at the paladin, thinking they might have a better chance at actually landing a shot!
Bow: 1d20 + 3 ⇒ (14) + 3 = 17
Bow: 1d20 + 3 ⇒ (3) + 3 = 6
Bow: 1d20 + 3 ⇒ (16) + 3 = 19
They would be wrong, though two were closer than Fergus would have liked! The shader-kai stand defiant, looking to end the life of this pesky monk!
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Attack: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6 DC 12 Con Save or be blinded.
The enemy scores a hit but the blow is not hard enough to bring Varis down!
Haldor (-4),
Fergus (-19, HP max lowered by 2, need Con Save)
Fizz (-3)
Varis (4/35 HP, dropped weapon, need Con Save)
Recruits (#1 -5) and Shader-Kai (-24)
Fizzlebomb |
Haldor takes a swipe at Kai
attack: 1d20 + 6 ⇒ (20) + 6 = 26
crit damage: 2d8 + 3 ⇒ (4, 4) + 3 = 11
Bonus for varis
healing: 1d4 + 7 ⇒ (2) + 7 = 9
Fizzlebomb |
Fergus.
con save: 1d20 + 2 + 3 ⇒ (19) + 2 + 3 = 24
If, the shadar kai is brought down by Haldor's attacks, fergus will double move towards recruit 4
If he isnt down,
first attack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 7 ⇒ (7) + 7 = 14
second attack: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d8 + 7 ⇒ (8) + 7 = 15
Fergus McDammitson |
Sorry, Rick. I have indeed been out of commission since last Saturday. It came as a surprise to me; otherwise I would have let you know I would be out.
I'm back now, for at least a few days. Out again the latter part of next week.
Thanks for tending to mine and Haldor's moves, Fizz.
DM RyckyRych |
I do hope it is nothing terribly serious. I've dealt with the terribly serious and its not enjoyable.
Haldor squashes the annoying shader-kai and heals Varis, as does the cunning gnome. Fergus goes to challenge the bow-wielding leftovers and they don't look too happy about their prospects in this confrontation.
Bow at Fergus: 1d20 + 3 ⇒ (20) + 3 = 23 for Arrow: 2d8 + 1 - 3 ⇒ (5, 6) + 1 - 3 = 9
Spear vs Fergus: 1d20 + 4 ⇒ (4) + 4 = 8
Spear vs Fergus: 1d20 + 4 ⇒ (4) + 4 = 8
Perhaps it was the angle but the recruit's arrow manages to find a soft spot in the armor of the paladin! He then starts heading toward the passageway across the room. The two others drop their bows and grab spears but they were lucky to even injure the air with their attacks.
Haldor (-4), has a move action if desired)
Fergus (32/58 HP)
Fizz (-3, has a move action)
Varis (34/35 HP, dropped weapon, need Con Save)
Recruits (#1 -5)
Varis Starflower |
Con save: 1d20 + 1 ⇒ (14) + 1 = 15
After shaking the obstruction in his eyes Varis gets in Recruits #4 grill and unleashes his fury
fist: 1d20 + 7 ⇒ (19) + 7 = 26 dmg: 1d6 + 4 ⇒ (3) + 4 = 7
fist: 1d20 + 7 ⇒ (11) + 7 = 18 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
as bonus
fist: 1d20 + 7 ⇒ (20) + 7 = 27 dmg crit: 2d6 + 4 ⇒ (5, 4) + 4 = 13
DM RyckyRych |
Varis kills the offending gnoll with his fury! The last two try and hold out against the heroes! The first one fires and arrow and retreats down the hallway!
Bow vs Varis: 1d20 + 3 ⇒ (14) + 3 = 17 for Arrow: 1d8 + 1 ⇒ (5) + 1 = 6 Deflect?
The other meekly stabs with his spear at Fergus!
Spear: 1d20 + 4 ⇒ (7) + 4 = 11
Haldor (-4)
Fergus (32/58 HP)
Fizz (-3)
Varis (34?/35 HP, dropped weapon)
Recruits (#1 -5)
Varis Starflower |
Varis deflects and then goes to discuss things with recruit #1
fist: 1d20 + 7 ⇒ (2) + 7 = 9 dmg: 1d6 + 4 ⇒ (2) + 4 = 6
fist: 1d20 + 7 ⇒ (10) + 7 = 17 dmg: 1d6 + 4 ⇒ (6) + 4 = 10
as bonus
fist: 1d20 + 7 ⇒ (19) + 7 = 26 dmg: 1d6 + 4 ⇒ (3) + 4 = 7
DM RyckyRych |
The discussion is one-sided as Varis doesn't wait for a reply.
The last gnoll simply dies of fright as the rest of the party moves in to eliminate it.
Combat over! I'll describe the room again for you as you do your healing and what-not.
This massive chamber was once decorated with bas-reliefs, however they are now crumbled and defaced by the marks of weapons. The east and west walls of the chamber are lined with dark arrow slits. Two trapdoors in the southern part of the chamber are open, ladders visible and leading down. The hallway leading out of the room continues out of sight, into the darkness.
A search of the gnolls reveals nothing, however the body of the shader-kai does present a letter that was within a concealed pocket inside his armor. The note reads :
Kyrion,
Let me make my orders clear: you are there only to train the gnolls, not to fight for them. Watch yourself; they are a bloodthirsty and violent lot, and they may turn on you. You may need to remind them from time to time that I pay them well for their services, and that I can withdraw my support for their butchery at any time.
Be careful of their leader, for he is far more cunning than others would give him credit for. I would not have even considered trying to trick them into service with that “Emissary” deception that riled up that fool Sinruth.
These gnolls have the power of their foul god on their side. They are not to be trifled with.
— Sarshan
Other papers on his person would reveal that Sarshan is responsible for convincing the gnolls to seize Fortress Graystone and to go on a kidnapping spree across Elsir Vale. Sarshan was also responsible for provoking Sinruth into reviving the Red Hand of Doom.
Fizzlebomb |
Fizz will pick up Varis' weapons on his way up to the monk and hand them to him.
Fergus will use a couple of hit die to bring himself up.
hit die: 1d10 + 2 ⇒ (10) + 2 = 12
As we are all with Varis now, what can we see about the rest of the corridor?
DM RyckyRych |
The corridor meanders into the darkness, no end can be seen from your position. You also have the trap doors that lead to a tunnel of some sort underneath the current room.
Also, keep in mind that Fergus and Varis have their max HP reduced at the moment.
Haldor (-4)
Fergus (44/58 HP)
Fizz (-3)
Varis (34/35 HP)
Fizzlebomb |
understood, but the only way to regain the lost HP, is too long rest correct? I'm not sure there is somewhere safe to do that.
Varis, before we go down the hallway, lets check the trapdoors and ladders.
DM RyckyRych |
Correct, a long rest is the remedy.
I'll wait for Varis to confirm the party's direction.
DM RyckyRych |
That was quick.
OK, who is going down first? Are you scouting alone or are you bringing the armored ninjas with you?
DM RyckyRych |
The tunnel is simple, running north and south to destinations unknown. Foot traffic seems to go in both directions.
DM RyckyRych |
The party decides to head north east and follows the passageway all the way until they reach the balcony they saw from the stairs outside. They also find the backside of a secret door that would lead back into one of the chambers with the teleporting portals. Going back to the south west, the passage leads to a set of stairs. Going down, the passage splits off in two directions.
DM RyckyRych |
The passage quickly leads to what appears to be the backside of another secret door. The door before you appears to have been jammed shut with the broken haft of a spear. Scrawled across its face
are warnings written in the Abyssal tongue of the gnolls.