| Baghotir Nightthane |
Condition: None
- - -
Baghotir removes the ballista bolt from his sternum. "Nope, I'm fine. It missed all the vital organs."
Blood oozes badly from the wound until he applies much needed healing. Not wanting to slow things down, he burns three spells on his accumulated injuries.
Cure Wounds x3: 3d8 + 12 ⇒ (1, 6, 2) + 12 = 21
| Baron Belwick Donnamoor |
Belwick makes his way to the intersection. He looks around, thinking about what they might have missed. His eyes fix on the doors to the west. "Perhaps I've gotten turned around. Have we looked over the doors to the west? It feels like we might need to investigate that still. For... traps?"
| Venn Greenbough |
"Agreed. Assume even the traps are trapped."
| Dungeon Master Tony |
Embers...
Investigation, Door 1: 1d20 + 1 ⇒ (2) + 1 = 3
Investigation, Door 2: 1d20 + 1 ⇒ (10) + 1 = 11
Perception, Door 1: 1d20 + 4 ⇒ (19) + 4 = 23
Perception, Door 2: 1d20 + 4 ⇒ (9) + 4 = 13
Embers looks over both doors and proclaims, confidently, that neither is trapped.
| Dungeon Master Tony |
| Baron Belwick Donnamoor |
"Good. Now I just need a few minutes to work through a bit of magic..."
Belwick consults his spellbook, left hand tracing sigils in the air as he conjures an invisible servant to help him.
Cast Unseen Servant as a ritual
"Open the southern door please," he commands the servant getting the group to all stand back a safe distance.
| Dungeon Master Tony |
The door opens, annnnnnd...
Balista: 1d20 + 6 ⇒ (17) + 6 = 23
...There is a *gasp* and a *thud* as a balista bolt streaks through the air, and stops suddenly as it hits the unseen servant. The unseen servant is slain. Both it and the balista bolt clatter to the ground.
Each Adventurer earns 250 Experience Points!
| Venn Greenbough |
"Hey now...." Venn stares at the ballista bolt, wondering what drives a person to engineer traps this intense. After taking it in, he points at the wall behind the empty strongbox. "See here. It doesn't look like the rest of the stonework in this room. The color is slightly off and the masonry looks newer."
He motions to Embers to check it out for a door.... or a trap.
| Alisanne Skullfist |
As Boghotir, Belwick, and Embers search ahead, Alisanne lingers in the room with the jade statue a bit longer. Scanning the room, she pauses at the peculiarity of the back wall. She examines it closer and then calls out to the others.
Hey, Baron! Want to come back in here? I think I found something. This wall looks like it's been mortarted more recently than the rest of this room. It might be hiding something.
| Dungeon Master Tony |
Embers floats back in and, ashamed at her missing the balista door, really takes her time. There are no traps here, but gently pushing the wall... Opens it up.
Secret Door discovered!
| Dungeon Master Tony |
The party discovers a short hallway. At the end there are two doors. One leads forward (east) and the other turns south.
| Baron Belwick Donnamoor |
"Well done, Alisanne. Let's make sure those two doors in the chamber aren't trapped. That the floor isn't trapped. That the ceiling isn't trapped... you get the idea."
| Dungeon Master Tony |
Let's ease things a litte.
Embers and company make a thorough search of this hallway. The Hallway is free of traps. Both doors are also free of traps.
From here, pick a direction... East or South.
| Baghotir Nightthane |
Baghotir, after hearing the hallway is clear, will line up at the east door and open it when everyone is ready.
| Dungeon Master Tony |
This room is a large cube. The ceiling is suspended by two enormous granite pillars. The walls, floor, and ceiling are made of shiny black iron. Scattered about the room are bags, chests, and urns. As you open the door you see a shimmer, like heat rising from a fire, pulse backward and pass between the pillars.
You see two humanoid forms, each one made of the same shiny black iron as the room. Their heads are featureless iron balls. Their bodies are squat and powerful, supported by stumpy legs. In the place of hands, each as a gleaming blade that looks razor-sharp, and a a wicked-looking hammer.
They move to intercept the party.
What do you do?
ROUND 1
1. Alisanne GO
2. Belwick GO
3. Embers GO
4. Iron Construct (Blue) TBD
5. Baghotir TBD
6. Iron Construct (Red) TBD
7. Venn TBD
8. Caelius TBD
| Alisanne Skullfist |
Alisanne begins playing a whimsical tune. As she does, chrysanthemum blooms dance around Belwick, Embers, and Baghotir.
Bless
| Baron Belwick Donnamoor |
"To battle we go," Belwick says with a sigh.
The nobleman takes a few steps forward, spotting one of the statues. His hands begin the series of gestures nor familiar with the group. He's conjuring fire. "Let's see if we can heat this metal to a breaking point."
Fire Bolt vs Red: 1d20 + 7 + 1d4 ⇒ (18) + 7 + (3) = 28
Damage (Fire): 2d10 ⇒ (2, 7) = 9
Embers In the Sky "aka Roberts"
|
Robert's looks at her thin blade and then iron sphere, shrugs her shoulders and darts in.
Target: Red
Rapier Atk Roll: 1d20 + 9 ⇒ (20) + 9 = 29
Rapier Dam Roll: 1d8 + 8 ⇒ (5) + 8 = 13
Bonus: Disengage and move
Sneak Attack Damage, if there's a hit
Sneak Atk Dam Roll: 2d6 ⇒ (4, 2) = 6
CRIT
Weapon Dam Roll: 1d8 ⇒ 7
Sneak Atk Dam Roll: 2d6 ⇒ (1, 2) = 3
| Dungeon Master Tony |
Roberts darts into the room, and scores a brutal critical hit! The [Red] construct pops and whirs, sparks flying and small bits of gears and machinery are shed.
The southern most construct moves on squat little legs to intercept the party. When it gets to the doorway, it starts to transform, extending its arms and the torso spins violently.
Roberts, Belwick, Baghotir and Caelius... All of you take Whirl: 3d10 + 3 ⇒ (10, 9, 7) + 3 = 29 points of damage, DC 13 Dexterity Save for Half.
| Baghotir Nightthane |
Condition: Bless (d4)
- - -
Dex: 1d20 + 1 ⇒ (14) + 1 = 15 vs DC 13
Unable to take more of that, he presses his attacks back on blue.
Warhammer (magic): 1d20 + 8 + 1d4 ⇒ (16) + 8 + (3) = 27 (bless)
damage B: 1d8 + 5 ⇒ (6) + 5 = 11
He then prays to god for another swing!
Warhammer (magic): 1d20 + 8 + 1d4 ⇒ (9) + 8 + (2) = 19 (bless)
damage B: 1d8 + 5 ⇒ (4) + 5 = 9
| Baron Belwick Donnamoor |
Dex save vs DC 13: 1d20 + 2 ⇒ (18) + 2 = 20
Belwick avoids the worst the construct has to offer, but it still leaves him battered and bruised. "Owww..."
| Dungeon Master Tony |
Baghotir hammers into the construct, striking it with punishing blows not once but twice!
The other recovers from the critical hit and heads for the closest target... Embers. It ambles over and it brings down the hammer...
Hammer Hand: 1d20 + 6 ⇒ (13) + 6 = 19, Embers is HIT for 2d6 + 3 ⇒ (4, 6) + 3 = 13 Points of Damage.
Botting Embers' Dexterity Save from last round... Embers Dex Save: 1d20 + 8 ⇒ (1) + 8 = 9
Since she failed the save, she took full damage from the Whirl attack last round. With the hammer blow she is DYING. It's target down, the construct moves south as fast as it can go to intercept the rest of the party.
ROUND 1
1. Alisanne BLESS
2. Belwick FIREBOLT HIT
3. Embers CRITICAL SNEAK ATTACK, DYING
4. Iron Construct (Blue) WHIRL
5. Baghotir 2 HITS
6. Iron Construct (Red) HIT, MOVE
7. Venn TBD
8. Caelius TBD
ROUND 2
1. Alisanne GO
2. Belwick GO
3. Embers DEATH SAVE?
| Caelius Burningseeker |
Dex DC 13: 1d20 + 2 ⇒ (13) + 2 = 15
The arms extending out catches Caelius off guard as his body gets shredded. That takes him to 9 HP. "We shoud retreat but Embers is trapped in there!" He steps in and swings his balde across the pair.
Longsword of Kord, +1: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Sweeping Attack: 1d8 ⇒ 2
HP 9/49
AC 17 (+2 (19) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 3/4
| Alisanne Skullfist |
Norebo, don't fail me now.
Alisanne rushes into the room, doing her best to avoid any blade or hammer contact.
Dodge
Hey, Embers! Now's not the time for a nap!
Healing Word: 2d4 + 4 ⇒ (3, 3) + 4 = 10
| Venn Greenbough |
Venn runs into the fray, heedless of the danger. Ember has repeatedly put her safety on the line for him, it's the least Venn can do for her.
In the first round of combat I've got enough movement to do this and still be able to attack. Awaiting OA before deciding how to handle it.
| Dungeon Master Tony |
I award Venn heroic inspiration for heroic heroism!
Opportunity Attack, Blade: 1d20 + 6 ⇒ (18) + 6 = 24 HIT for 2d6 + 3 ⇒ (6, 1) + 3 = 10
| Venn Greenbough |
"Bastard! You'll pay for all of this!"
Not once, not twice, but thrice Venn swings his blade. Red until he drops, then blue.
ATK 1 Inspiration: 1d20 + 8 ⇒ (7) + 8 = 15 for DMG: 2d6 + 5 ⇒ (5, 3) + 5 = 13
ATK 1: 1d20 + 8 ⇒ (1) + 8 = 9
ATK 2: 1d20 + 8 ⇒ (18) + 8 = 26 for DMG: 2d6 + 5 ⇒ (3, 6) + 5 = 14
ATK Ambusher: 1d20 + 8 ⇒ (7) + 8 = 15 for DMG: 2d6 + 5 ⇒ (6, 3) + 5 = 14
"I've got you Embers. I've got you."
| Baron Belwick Donnamoor |
Belwick repeats his spellcasting from before, hurling a bolt of flame at the more damaged statue.
Fire Bolt vs Red: 1d20 + 7 ⇒ (19) + 7 = 26
Damage (Fire): 2d10 ⇒ (9, 3) = 12
He then takes several steps back, making sure he's got distance enough to not get caught out like before.
| Dungeon Master Tony |
Whirl Recharge: 1d6 ⇒ 1... No.
Belwick's fire blows metal plating off of the construct--[Red] is now very clearly damaged, and nearing the end.
But it's companion... Seems to be confused, unable to tell which foe is the primary threat. It brings the hammer down on Caelius...
Hammer Hand, Blue: 1d20 + 6 ⇒ (5) + 6 = 11 and the warrior deftly steps aside. MISS. It then turns towards Alisanne and tries to slash her with its blade...
Blade Hand, Blue: 1d20 + 6 ⇒ (7) + 6 = 13 or Disadvantage: 1d20 + 6 ⇒ (20) + 6 = 26... The bard, prepared to dodge, does just that. She narrowly avoids a slash that would have cut her from nose to nethers. MISS.
Baghotir!
| Baghotir Nightthane |
Condition: Bless (d4)
- - -
Baghotir can't get to red in any reasonable way, so he keeps pounding on blue.
Warhammer (magic): 1d20 + 8 + 1d4 ⇒ (12) + 8 + (4) = 24 (bless)
damage B: 1d8 + 5 ⇒ (7) + 5 = 12
He then prays to god for another swing!
Warhammer (magic): 1d20 + 8 + 1d4 ⇒ (17) + 8 + (4) = 29 (bless)
damage B: 1d8 + 5 ⇒ (8) + 5 = 13
"C'mon you tin-man, crumble!" he bellows as he swings.
| Dungeon Master Tony |
Baghotir batters blue with big bludgeon energy. Two Hits.
The heavily damaged construct [Red] starts to transform, arms extending and torso spinning in a circle, hacking and bashing all enemies within reach.
Whirl: 3d10 + 3 ⇒ (3, 6, 6) + 3 = 18 points of damage to everyone except Belwick. DC13 Dexterity Save for Half.
ROUND 2
1. Alisanne Dodge, Healing word
2. Belwick FIREBOLT HIT
3. Embers Second Wind and (dodge? Withdraw? Unclear)
4. Iron Construct (Blue) MISS x 2
5. Baghotir 2 HITS
6. Iron Construct (Red) WHIRL!
7. Venn DEX SAVE, GO
8. Caelius DEX SAVE, GO
ROUND 3
1. Alisanne DEX SAVE, GO
2. Belwick GO
3. Embers DEX SAVE, GO
| Baghotir Nightthane |
Dexterity: 1d20 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9 (bless) vs DC 13
Baghotir drops in the traces... though please double check it can reach me 10' away. I'm not adjacent if it helps me or I'd have attacked red first. :)
| Baron Belwick Donnamoor |
Not satisfied with an incomplete job, Belwick creates yet another bolt of flame that he hurls at the weakened construct.
Fire Bolt vs Red: 1d20 + 7 + 1d4 ⇒ (19) + 7 + (2) = 28
Damage (Fire): 2d10 ⇒ (1, 9) = 10
"My friends! Please get back if you are able!"
| Venn Greenbough |
Save v. Rods, Staves, and Wands: 1d20 + 3 ⇒ (13) + 3 = 16 Venn ducks down and immediately turns his attention to the morphing monstrosity and tries to cut it apart at the joints ]Returning to blue if he drops it.
Greatsword 1: 1d20 + 8 ⇒ (18) + 8 = 26 for DMG: 2d6 + 5 ⇒ (1, 2) + 5 = 8 Style: 2d6 ⇒ (2, 3) = 5 Net 10 DMG
Greatsword 2: 1d20 + 8 ⇒ (12) + 8 = 20 for DMG: 2d6 + 5 ⇒ (3, 4) + 5 = 12
Embers In the Sky "aka Roberts"
|
Roberts growls out a quiet "Let's finish this" and dives in and out.
Target: Red
Rapier Atk Roll: 1d20 + 9 ⇒ (11) + 9 = 20
Rapier Dam Roll: 1d8 + 8 ⇒ (8) + 8 = 16
Bonus: Disengage and move
Sneak Attack Damage, if there's a hit
Sneak Atk Dam Roll: 2d6 ⇒ (1, 5) = 6
| Caelius Burningseeker |
Dex DC 13: 1d20 + 2 ⇒ (9) + 2 = 11 That takes Caelius to -9 HP
Caelius isn't able to avoid this whirlwind storm as it cuts throuh his tossing his body limply to the floor.
HP -9/49
AC 17 (+2 (19) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 3/4
| Alisanne Skullfist |
Dex13: 1d20 + 6 ⇒ (18) + 6 = 24
Alisanne falls backwards into table pose, avoiding the brunt of the whirlwind.
She pushes herself back up to standing, and calls out to Caelius to rejoin the fight.
Healing Word: 1d4 + 4 ⇒ (2) + 4 = 6
She then deftly extricates herself from the reach of the statues.
Disengage, Move
| Dungeon Master Tony |
It is Belwick's firebolt that destroys the construct, it tumbles to pieces. Embers attacks the [Blue]Construct and finds a dangling plate. She rips into the mechanism with her rapier and bits of gears and servos scatter over the floor. But it still has fight in it...
Whirl Recharge: 1d6 ⇒ 5
You hear a sound as mechanisms hum and prime themselves for activation. Sparks fly--this construct is heavily damaged but still capable of dealing out death.
It swings it's hammer at Venn... Hammer Hand: 1d20 + 6 ⇒ (16) + 6 = 22 and HITS for 2d6 + 3 ⇒ (6, 2) + 3 = 11 an Venn is knocked prone. Following it's programming, it slices down at the ranger...
Blade Hand: 1d20 + 6 ⇒ (9) + 6 = 15 or Advantage Vs. Prone: 1d20 + 6 ⇒ (3) + 6 = 9 Venn is HIT for 2d6 + 3 ⇒ (3, 6) + 3 = 12
Baghotir... Death Save.
Then if Venn is unconscious, he needs to death save.
ROUND 2
1. Alisanne Disengage, Healing word
2. Belwick FIREBOLT HIT
3. Embers Second Wind and SNEAK ATTACK HIT
4. Iron Construct (Blue) HIT x2, Whirl has recharged
5. Baghotir Death Save? GO
7. Venn DEATH SAVE? GO
8. Caelius GO
ROUND 3
1. Alisanne GO
2. Belwick GO
3. Embers GO
| Venn Greenbough |
Death Save: 1d20 ⇒ 14 I ain't dead yet.
| Baron Belwick Donnamoor |
"Oh, I'd say Ralishaz is having a laugh right now," Belwick says as the situation becomes even more dire. He moves up so that he can see the lone construct, certain that he needs to throw everything he's got at it.
Fire Bolt: 1d20 + 7 ⇒ (5) + 7 = 12 OR Fire Bolt (Inspiration): 1d20 + 7 ⇒ (14) + 7 = 21
Damage (Fire): 2d10 ⇒ (9, 6) = 15
The bolt of flame he levels at the iron monstrosity is the strongest he's yet made. And though he hopes it's enough, he steps back before he can find out.
| Caelius Burningseeker |
AoO Longsword of Kord, +1: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Caelius shakily gets to his feet grabbing his blade in both hands. Blood drips into his eyes. "One down huh, seems we are doing good." He steps in and attacks!
Longsword of Kord, +1: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Longsword of Kord, +1: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
HP 6/49
AC 17 (+2 (19) w/ Shield) (14 w/o armor)
Short Rest Die 4/4
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 3/4
| Dungeon Master Tony |
1d20 + 7 ⇒ (10) + 7 = 17
Point of Order... Caelius had Disadvantage on that Opportunity Attack. The first two die rolls go to that attack. (The 3 and the 7).
Next Die roll is Attack Action #1... Hit. And I've added Attack #2 Hit.
Caelius also says he's using two hands, so the Damage roll should be a D10.
1d10 + 4 ⇒ (5) + 4 = 9 First attack is the same
1d10 + 4 ⇒ (5) + 4 = 9 I'll take the better roll, 2nd attack is 11.
Caelius Hits for 20 Damage.