
Evendur "Grim" Greymantle |

Myrkul first but keep an eye on that Bhaal door, he says pushing his shield against the relevant door and using his gauntleted hand to manipulate the handle,

GM Infinity |

*click*
The rotten door buckles slightly as the latch mechanism slides free and the door squeaks open. The eyes of the carving seem to stay locked upon you as it clears the way for your passage. Meanwhile the Bhaal door doesn't seem to mind.
Peering inside, you find another small chamber perhaps 15ft square. Lying on the floor of the otherwise empty room are the pale bodies of three humans in filthy black robes, arranged in some kind of ceremonial triangular formation. A lit torch lies on the ground between them. A rough-hewn staircase to the right leads down to another torchlit chamber.

Evendur "Grim" Greymantle |

It's obviously decapitation time because the priest draws his sword and strides forward.

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Gorn waits for Grim to finish his...grim...work. When the bodies are properly prepared for non-revival, Gorn will brazenly pick up the torch in the center of the now-headless trio and peer down the staricase.

Tiberius Vorrack Kerrhylon |

Tibs spends most of the time using his minor magics to clean himself, both of the muck and the smell. Taking the time to be particularly thorough.
That is without a doubt the worst possible entrance to... anything really. Its absolutely repulsive, grotesque, and quite frankly, cliche. I also don't see why you believe beheading a body causes it to be unsuitable for necromancy. Likely it would be safer to simply burn them.

"Mal" Malaric |

"Harder to identify the victims?" Mal offers as an answer to Tibs' rhetorical question, while nonverbally pleading for some of that magic cleaning.

GM Infinity |

It was a trap.
The instant the noble dragonborn finished his critique, Grim stepped into the room, and pale hands extended from beneath the bodies, crackling with necromantic energy...they were playing dead.
Party is surprised.
Donal: 1d20 + 2 ⇒ (12) + 2 = 14
Evendur: 1d20 + 0 ⇒ (8) + 0 = 8
Gorn: 1d20 + 2 ⇒ (9) + 2 = 11
Malaric: 1d20 + 3 ⇒ (8) + 3 = 11
Mylivanni: 1d20 + 1 ⇒ (7) + 1 = 8
Tiberius: 1d20 + 2 ⇒ (16) + 2 = 18
Playing Dead: 1d20 + 1 ⇒ (20) + 1 = 21
The cunning cultists focus all their energy on Grim...
Claws of the Grave: 1d20 + 5 ⇒ (14) + 5 = 19
Necromantic: 2d4 + 3 ⇒ (1, 2) + 3 = 6
Claws of the Grave: 1d20 + 5 ⇒ (20) + 5 = 25
Necromantic: 4d4 + 3 ⇒ (3, 2, 1, 1) + 3 = 10
Claws of the Grave: 1d20 + 5 ⇒ (7) + 5 = 12
...ghostly fingers rise from the floor and walls, pulling Evendur in every direction, but ultimately down to the floor as he slumps unconscious.
Round 1:
Playing Dead
Tiberius, Donal, Malaric, Gorn, Mylivanni, Evendur <--UP
Note since you are surprised, you can not move or take an action this round. You can however take a reaction once your turn is over.
Theatre of mind, this is very cramped quarters. All but Grim are inside the 3 way intersection looking through the doorway to the 15ft square room with the enemies.

Donal the Seeker |

Well, since we are Surprised, I don't think anyone can make any Reactions until they make their second attacks. Only thing that needs be done is a Death Save for Grim...

Donal the Seeker |
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Unless they move past us on Round 2, likely no Reactions... Maybe a Hellish Rebuke if we are attacked, but I doubt anyone has that...

GM Infinity |

Grim, its just a natural d20 for your round 1 death save.
Mylivanni was just behind Evendur, and was the sole silhouette in the open doorway. As the ghostly hands seemed, indeed, to be succeeding in pulling some essence of the Doomguide into another dimension...the trio focused their initiate training on the squad captain...
Claws of the Grave: 1d20 + 5 ⇒ (1) + 5 = 6
Claws of the Grave: 1d20 + 5 ⇒ (19) + 5 = 24
Necrotic: 2d4 + 3 ⇒ (1, 3) + 3 = 7
Claws of the Grave: 1d20 + 5 ⇒ (4) + 5 = 9
...and like a swarm of spiders the translucent dead fingers hop onto her double-bladed sword, riding up the bridge to jump onto her neck, their fingernails clicking on the links in her armor as they try to tear out her throat.
Myl takes 7.
They stand, and the now familiar glowing human skulls drop out of the robes and clank onto the ground. The one closest to the only other exit in this room turns and routes (moving out of sight behind a corner, but you can still hear).
Round 2:
Playing Dead
Tiberius, Donal, Malaric, Gorn, Mylivanni, Evendur <--UP
2 enemies in the first chamber with enough space to melee with, single move. If too many attempt ranged attacks it will be tricky with the single doorway. The Runner is around the corner and based on the sound you could reach him in a single move, however you would take opportunity attacks from both of the others.
Party hps:
Donal 20 /20
Evendur 0 /16
Gorn 10 /29
Malaric 14 /14
Mylivanni 9 /22
Tiberius 14 /14

Tiberius Vorrack Kerrhylon |

I've had enough of this, you should learn to bow to your betters.
Tibs will move into the room and stretch out his hand uttering a phrase of power as he does so.
Ignis Spraev
Causing a sheet of flame to engulf and burn at the two remaining.
Burning hands: 3d6 ⇒ (3, 3, 4) = 10 DC I believe is 13, ref for half.

GM Infinity |

N1 dex vs Tib: 1d20 + 1 ⇒ (19) + 1 = 20
N2 dex vs Tib: 1d20 + 1 ⇒ (1) + 1 = 2
The pressure shockwave rolled through the corridor, bathing the party in heat and light in one furious moment. One necromancer just inches from Tiberius' takes the full blast of the sorcerer's magic, his robes completely catching on fire as he screams in primal terror...somehow still alive. The other does marginally better, his robes slightly wet from laying on the ground earlier merely smolder, though it does little to hide the terrible burns now marking his face.
N2 is on fire and took 10. N1 took 5. Both still up.
Tib I believe that was your final spell slot, Burning Hands and Sleep in the tavern earlier. You could use your sorcery points to get another though (as a bonus action, spend 2 points for one 1st slot).

"Mal" Malaric |

Having no desire to enter that room of death, Mal breathes a prayer to his Mistress, "Shar, take him," hoping that She will attack the most wounded one.
Mind Sliver, Int DC 13 vs. N2, if fail, psychic damage: 1d6 ⇒ 4

Mylivanni |

Myl should have started the combat at full HP. She used her Second Wind ability, and with the previous healing should have started full up. Did she take more than 7 this round? (Post on 7/19)
Standing in shock for just a moment, then her soldier instincts take over and Myl advances on the flaming idiot and strikes forth with her fine elven weapon.
Can't worry about casualties till the threat has been neutralized.
1d20 + 4 ⇒ (8) + 4 = 12 Scimitar blade 1
2d4 + 2 ⇒ (2, 3) + 2 = 7 Scimitar blade 1 edge
If that takes him down she moves to the remaining burnt cultist. If he's still up she remains and attacks again.
1d20 + 4 ⇒ (5) + 4 = 9 Scimitar blade 2
1d4 + 2 ⇒ (2) + 2 = 4 Scimitar blade 2 edge
...sigh

GM Infinity |

N2 vs Mal: 1d20 + 3 ⇒ (19) + 3 = 22
As Shar guides Mal's magic, he senses a conflict of great powers, one that ultimately settles on the side of Myrkul. But the battle isn't over...
Tib, no you havent got back any spell slots youve used. You need long rest for that. What I was trying to say is you got your new slot and were able to use it.
Myl steps forward and delivers mercy to the burning necromite, slashing his throat cleanly. (N2 dead)
Myl, you took a bunch of damage in the fight upstairs in the bathhouse.
Donal, was trying to theatre of mind and not rely on map. There is one remaining necromite here about 10 ft in front of you, engaged in melee with Myl. The second here was cut down by Myl. A third ran around the corner. If you go that way without dispatching N1 or disengage, its an AoO.

Donal the Seeker |

I think what he might have meant was that he used his sorcery points to recover a slot... At least, that is what I assumed he meant when he said it...

Donal the Seeker |

Donal rushes in low and swings with an upward arc!
War mace: 1d20 + 4 ⇒ (5) + 4 = 9
The dark sorcerer easily slips out of the way, eliciting a curse from the warrior, Myrkul's rotten crotch!

Tiberius Vorrack Kerrhylon |

started with 2 slots, used one (sleep), leveled up (gained another) used 2 sorcery points to regain another (up to three again), used burning hands, I now have 2 left. This is correct yes?

GM Infinity |

Tib, you used a burning hands in the pirate fight as well, might recall it caught the table on fire. 1 left.
Gorn waltzes into the chamber and crushes the necromite of Myrkul with a single swing, a hint of parsley and cumin in his wake. (N1 dead)
DM: 1d20 + 1 ⇒ (19) + 1 = 20
Round 3:
Playing Dead
Tiberius, Donal, Malaric, Gorn, Mylivanni, Evendur <--UP
The party is aware of at least one more necromite in the area, but he fled down the stairs around the corner in the first round. Should you choose to move that way...
Down a small flight of steps the corridor lies a large stone sarcophagus in another 15ft square room. The seal has been broken and left open, exposing three corpses inside. Surrounding the crypt, the chamber has mostly collapsed, leaving large rough chunks of limestone and splintered wood like silent sentinels scattered about. There is no other apparent exit.
The necromite is no where in sight.
No one has passive perception high enough to insta-find him, but someone could use their action to do an active search (DC 20) and point out to others.

"Mal" Malaric |

Mal follows the big people - Donal, Myl, Gorn - down the stairs ensuring that he has a couple of meat shields between himself and the sarcophagus and any other sources of potential threats. He carries his shortsword leaning against his shoulder to keep his silhouette small. His left hand rests in his pocket caressing his new crystal.
He looks around for the necromite making a quiet noise like he's calling a cat.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

GM Infinity |

Mal, you prowl about the fallen stones and ancient tomb. At first, your eyes play tricks on you as some of the larger debris resembles a hunched over figure...but ultimately the necromite is betrayed by a slight jingle of his chain, and you realize he is hiding in the small triangular space between the sarcophagus itself and its large tipped over lid.
About 10 ft from your location, single move for everyone. Nothing else happens immediately. You can still call out on your turn if you wish.

Evendur "Grim" Greymantle |

For reasons unknown it's not accepting posts without txt
Death Save: 1d20 ⇒ 14

"Mal" Malaric |

Got it.
Mal looks around and steps back from the small triangular space between the sarcophagus itself and its large tipped over lid and points with his shortsword so everyone can see where.

Donal the Seeker |

Donal moves to Grim's side and works to help the Doomguide, Anyone got a potion?
Medicine, if not: 1d20 + 1 ⇒ (7) + 1 = 8 Sorry, Grim!

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Gorn lumbers up to the unconscious WarCleric. He takes out a rag, sprinkles some ghost pepper hot flakes onto it, and shoves it into the closest wound he can see.
Medicine!: 1d20 + 2 ⇒ (10) + 2 = 12 nailed it!
"Heh heh heh, works every time."

GM Infinity |

Although the many puncture wounds of the Doomguide's flesh show no signs of improvment, Gorn's mysterious balm seems to settle the cleric's body convulsions to a more peaceful state, and color returns to his cheeks.
Grim is stable, but unconscious.
Round 3:
Playing Dead
Tiberius, Donal, Malaric, Gorn, Mylivanni, Evendur <--UP

Tiberius Vorrack Kerrhylon |

That was not a burning hands earlier, in the bar Tibs used his fire breath (racial) though I do understand how that would cause confusion.
Tiberius moves down to give chase, for a moment he can't find him, but then with the aid of Mal catches sight of the foes clothes. He takes a defensive stance, being to far away and unable to get a good shot with his spells.
Taking dodge action, since I'm assuming I can't reach the baddie, and he would likely have cover vs any ranged attacks.

GM Infinity |

Myl follows Mal's direction and attempts to gut the creeping death acolyte in his hidey hole...
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Dmg: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Attack2: 1d20 + 4 ⇒ (6) + 4 = 10
...and like snatching a hot potato from a camp fire skewers the man, who only at the last moment realized that, indeed, he was seen.
Combat over.
Lootwise just the skull flails again. However, this last one also has a large, leather book satchel which is empty.

Donal the Seeker |

Grim, Donal quietly corrects her with a concerned smile, Are we sure there is nothing more to learn? Perhaps, a healing poultice somewhere? Or should we leave and come back, possibly leaving the Dead Three to clean their mess and depart, once again fading into the shadows?