Alisanne Skullfist |
Giselle, don't be cheeky. Last night was fun, but you're being a bit much now. You should go back to bed.
Alisanne gives a melodic whistle. The comforter on the bed undulates and rises. With a nod from Alisanne, it flies up and tries to wrap up Giselle.
Animating Performance to animate the bedspread.
Baghotir Nightthane |
Condition: Exhausted 1 (-5’ move, -2 on d20s)
- - -
I assume you meant con save… DC 17 is rough! Also, I have advantage for poison saves (if that’s what this is) so I’ll roll twice just in case.
Con: 1d20 + 3 ⇒ (12) + 3 = 15
Con: 1d20 + 3 ⇒ (10) + 3 = 13
Baghotir wakes in the middle of the night, and is displeased. Surely not the alcohol! He swears vengeance on the overly talented butler as he lies awake in pain.
In the morning, he heals up a bit, angrily, and heads to the Baron’s to give him a piece of his mind.
Two Cure Wounds.
Cure: 2d8 + 8 ⇒ (6, 8) + 8 = 22
Dungeon Master Tony |
Alisanne wins initiative.
Giselle... 1d20 + 5 ⇒ (10) + 5 = 15 is hit by the rug and takes damage...
1d20 + 6 ⇒ (19) + 6 = 25 but easily escapes the grasping blanket.
She snarls, "My turn. Do you know how much I loathe honeytraps?"
1d20 + 6 ⇒ (9) + 6 = 15 and 1d20 + 6 ⇒ (16) + 6 = 22
Two Hits... 2d4 + 6 ⇒ (4, 1) + 6 = 11 Piercing Damage.
Go
Alisanne Skullfist |
All of this for moi? And here I thought we'd shared something special.
Alisanne modulates her voice and shouts a command to Giselle.
HALT!
Command, Wis15
The comforter continues to try and wrap up Giselle.
Grapple, Dex or Str Save, DC 15
Dungeon Master Tony |
1d20 ⇒ 18
The zeal in her eyes betrays that your spell has no effect.
1d20 + 5 ⇒ (16) + 5 = 21... The blanket hits her...1d20 + 6 ⇒ (1) + 6 = 7 and grapples her! She snarls and tries to free herself.
1d20 + 6 ⇒ (13) + 6 = 19... She is very lithe, which you know well and she spends her action escaping the blanket.
" 'Seduce The Bard'. THIS is where I am right now. Completely unappreciated for my talents."
Go.
Alisanne Skullfist |
And who pray tell told you to do that? If I'm going to die anyway. And I'll note that you waited through the night until I was leaving to kill me. Perhaps we protest too much? Maybe you enjoyed yourself a little?
Alisanne changes the timbre of her whistle to something more sombre. A focused, emerald beam shoots from her forehead to strike Giselle.
Raulothim's Psychic Lance, Int 15 for half: 7d6 ⇒ (4, 6, 5, 2, 1, 1, 2) = 21 psychic damage and incapacitated until the start of my next turn.
Hearing the change in tune, the blanket stiffens and slams into the naked woman.
Slam: 1d20 + 7 ⇒ (18) + 7 = 25 for 1d10 + 3 ⇒ (4) + 3 = 7 force damage.
Dungeon Master Tony |
1d20 + 4 ⇒ (12) + 4 = 16 Saves for Half, no Incapacitation.
The emerald beam strikes her and she stops for a moment, here eyes wide and mouth agape, but she recovers and blinks a couple of times. It's enough of a distraction for the blanket to slam her in the gut, and there's an grunt as she takes the punch.
She clutches her stomach, but straightens up and there's murder in her eyes. Your words cut, and hit her harder than your spell, you think.
"I OVERSLEPT!."
The servants quarters are just below ground, but, 'Giselle', enjoys a the benefit of a small window in the uppermost portion of the wall. She's enraged at the situation and chooses to demonstrate some expert acrobatics.
She disengages from combat and jumps on the bed, grabs a support beam and hoists herself up and out the window, feet first. Outside the primewater mansion she rolls to her feet and retreats as quickly as she can.
Alisanne can hear a horse cry out and some local laborers cursing in shock and alarm.
You are out of initiative.
Each party member earns 780 Experience Points.
Alisanne Skullfist |
Well, good luck to her, riding a horse naked. Youch!
Alisanne surveys the room and then starts turning it over.
Let's see how good an assassin she actually was. Hopefully, she left something interesting behind, leaving here naked and all.
Investigation: 1d20 + 2 ⇒ (20) + 2 = 22
After gleaning as much as she can from the room, Alisanne goes in search of the butler/major domo/head-of-house to see if she can learn anything from them about Giselle.
Persuasion: 1d20 + 10 ⇒ (6) + 10 = 16
Dungeon Master Tony |
Alisanne finds mundane equipment: black studded leather armor, a short sword, a hand crossbow, 10 Hand crossbow bolts, a 3 vials of a strange, transparent fluid that is too viscous to be water. She also finds two dragonchess pieces, a red mage and a white mage.
All of this is in a spot beneath the floorboards that Alisanne finds by looking very, very carefully.
Giselle is a new employee, who filled a position vacated by Gretchen, who ran off with her no-good-smuggler lover about a month ago. It was scandalous!
Alisanne Skullfist |
1 person marked this as a favorite. |
Hmmm... nothing particularly identifying. She wasn't a complete amateur.
Alisanne bundles everything up, keeping the dragonchess pieces for herself.
Why try to assassinate me? I'm not the most important or prestigious person in the group. Or, maybe I am! Clearly meant to destabilize the group without my unifying presence! We're up against a cunning foe. I'll have to be extra careful going forward. No telling what would happen with the team if I weren't around.
Emboldened, Alisanne summons the comforter to her and hops on, sitting in repose upon it. She flies upon it through the mansion, dropping the bundle of assassin things with the majordomo to be disposed of with the day's trash.
She enters into the morning air, flying on her magic ride to Belwick's residence.
I have arrived. You are welcome.
Alisanne informs the team of the assassination attempt, if not the exact nature of her relations beforehand with Giselle.
She shows the two chess pieced to the group. I found these in her gear after she escaped. Are any of you familiar with them as guild identifiers or as a communication method?
Baron Belwick Donnamoor |
"You managed an assassination attempt with remarkable aplomb," Belwick says while looking over the two dragonchess pieces. "The red might be a sign for te Scarlet Brotherhood, but that's just a guess and it doesn't help explain the white piece. I'd guess they're opposing pieces from a set. Hang onto them," he adds, handing them back to the bard.
"This news tells me that we need to stick together, and that seeking out Keledek is all the more important. I've made my own preparations, and fully expect that we'll see battle. Are you all ready?"
Caelius Burningseeker |
1 person marked this as a favorite. |
Fort DC 17: 1d20 + 6 ⇒ (4) + 6 = 10
Caelius has been quite quiet last night while visiting Venn's friends and early in the morning. He is afraid that too much movement or talking will break the concentration on holdig what is left in his stomache and bowels in their rightful place.
Hearing the noise Caelius goes to investigate. is eyes glance to the chess piece and then to the Baron before holding u a finger. "Need a minute." One hand grabs his mouth and another clenches his cheeks as he goes sprinting off for a bathroom. "Oh no. oh no.....this damned armor isnt going to come off in time..."
HP 33/67 | Exhaustion 1 (-5 movement, -2 to D20 checks)
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 1/1
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5
Baghotir Nightthane |
Condition: Exhausted 1 (-5’ move, -2 on d20s)
- - -
”Somebody last night messed with my food…” Baghotir grows angrier, ”Or my drink.” He looks at Caelius when he arrives, ”You look how I feel! Here let me help you with some of it at least.”
He casts two cures on Caelius too.
CW x2: 2d8 + 8 ⇒ (7, 8) + 8 = 23
”Now let’s get these bastards, and trace ‘em back to what made us so ill!”
"You managed an assassination attempt with remarkable aplomb," Belwick says while looking over the two dragonchess pieces. "The red might be a sign for te Scarlet Brotherhood, but that's just a guess and it doesn't help explain the white piece. I'd guess they're opposing pieces from a set. Hang onto them," he adds, handing them back to the bard.
”They must use ‘em for communication in some way ‘r another. Maybe we can ask them at the point of an axe!”
Baghotir, weakened, is still ready to go. He figures they’re trying to delay them as much as kill them, and so he won’t be delayed if he can help it.
Dungeon Master Tony |
You travel just north, about a day. 1d20 ⇒ 9, 1d20 ⇒ 1. 3d20 ⇒ (18, 18, 4) = 40
Yesterdays rain is nowhere to be seen, but the winds are stronger than you've experienced in a long while--it whips at your faces, blowing back hoods and hair, kicking up sand and dead plants all the while. And the heat is unseasonably warm. By the end of your day of hiking you are all lightly burned from wind and sun, and have stripped off as many layers of clothing as you can manage.
You arrive at Zenopus just after dark. It is a spooky sight at night--The tower is no more, and nothing more than the remnant of a circular wall. Only stones remain of the adjacent buildings. The stones are old, and predate Keoland by centuries. Some long vanished civilization first built this place.
You all know the loose, more recent history. Zenopus was a mad wizard who claimed this site for his tower and his experiments. Tradition holds that several locals disappeared and were never seen again and that they were victims of the Wizard's thirst for power. Zenopus was rumored to be excavating these ancient ruins, digging tunnels throughout, looking for artifacts and treasures. If local scuttlebutt is to be believed, he succeeded, died, and now his ghost haunts the passages, guarding his gold.
What definitely DID happen is that Zenopus was either a very very bad man, or he pissed off the wrong people. The Sea Princes bombarded his tower from the sea until there was nothing left. Zenopus was never seen again.
Nearby is a graveyard, so old that none of the gravestones are readable. The place feels wrong, and gives you each the willies.
It doesn't take very long to discover the entrance. You find a pair of doors inscribed with runes. Burnt silver chain pieces are scattered about. The runes on the doors have been deactivated and are inactive. The doors open and descend into darkness.
Your light source reveals a set of stone stairs that descent 25' feet downard. At the bottom of the stairs is a corridor that looks to be 10 feet wide.
You have been hiking all day and night is falling. You may camp or press on. You may also investigate the surrounding areas some more, or anything else you think of. I am your Dungeon Master and I am at your service.
Venn Greenbough |
Venn takes a deep breath to get a feel for the air's personality. He looks about the grounds, "Night is not the time to plomb the depths of a mad wizard's ruin. We should enter on the morrow. First though..."
Venn kneels on the ground, closes his eyes and places two fingers on the oerth beneath him. Primeval awareness, checking for undead within a mile.
Dungeon Master Tony |
Venn taps into Oreth itself, extending his awareness all around him... He is unsurprised by the presence of the undead. But he also senses the fey, and... Aberrations.
Baron Belwick Donnamoor |
Belwick withdraws his wand from his belt, then speaks several words of magic. The tip begins to glow with a bright white light, illuminating the area around him and casting shadows beyond him. "We are here though, and we are ready. I do not think we can afford further delays."
Baghotir Nightthane |
I thought three of us suffered last night. Me, Caelius, and who else?
"I'm already down a few spells, but nothing of any major consequence. Further though, I haven't been this tired in a long time. Not since my student days, staying up all night drinking and, cough, studying of course."
"But I agree, delay doesn't work in our favor. Perhaps we can get the lay of the place, and retreat to rest. Hopefully things won't bubble up too much if we withdraw."
Baghotir is fine pressing on.
Baron Belwick Donnamoor |
2 people marked this as a favorite. |
Just you two. Belwick only held the drink. He did not imbibe
"I worry too that any delays could spell doom for the daughter of Captain Fireborn. Whom we did not inform about this situation. I respect preparedness, and rest for that matter. But I am concerned about the cost."
Alisanne Skullfist |
We did delay a whole night once we learned of her capture. Perhaps you're right that we can't afford to delay further. A night's rest won't invigorate me much more than I already am. I'm good to press on.
Baron Belwick Donnamoor |
Belwick sighs, but accepts the wisdom of the group. "Not yet, I'm afraid. I have been working on obtaining the necessary magicks, but have not acquired it yet."
He pauses, considering. "I can ask Iliza to help, I suppose. Get word to him that way. If she's available, she'll help."
Retrieving the Sending shell, Belwick speaks the command word and sends a message.
With the group getting ready to rest, Belwick says, "I can take first watch. I have some spells that I can employ to help warn us of danger."
The nobleman casts a spell that grants him some invisible armor, then begins a ritual to erect a warding alarm. Once finished, he performs another ritual... one that is a signature spell of the great mage Leomund: Tiny Hut.
Mage Armor, Alarm (centered around our camp site), Leomund's Tiny Hut (centered around the group, in the centre of the Alarm area)
Dungeon Master Tony |
The return response is swift:
Belwick casts his spells and for the next 8 Hours, you are safe inside the Tiny Hut.
1d20 ⇒ 13
During the night, you each take a watch but see no comings or goings of any kind. The area around you is still as the grave. You still cannot escape the feeling that you are being watched, that something hidden is counting your breaths. But nothing crosses Belwick's Alarm. You are safe.
The night passes, and in the light of early dawn, you awaken.
3d20 ⇒ (8, 16, 7) = 31
It is a beautiful day in early fall. A light breeze soothes you.
As the sun lights the early day and you enjoy your breakfast, Belwick receives another sending. The tone is more careful than you're used to from her. Like she's carefully counting words as she goes.
Baron Belwick Donnamoor |
Belwick is concerned by the news, but is unsure what to do about it. "Iliza did not find the Captain, Caelius. He did not return home last night, and was not there this morning. Nor was he at the guardhouses. I can only hope this is just poor luck."
In the morning he weaves a spell to grant him invisible armor once more. "Let's see if we can get to Keledek. There are too many moving pieces for my liking, and I fear we don't even know what all of the pieces are."
Baghotir Nightthane |
Condition: None
- - -
Baghotir also worries about time, but part of him is happy to get a good nights rest, even if so close to an obviously haunted graveyard. But one thing at a time…
In the morning, refreshed, he makes his prayers and has his breakfast before un-belting his hammer. ”Let’s do this then shall we?” He makes his way to the front and prepares to enter, looking about for trouble.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
"I hear you Belwick. But we have thread a plenty to pull for now, so let's see where they lead."
Dungeon Master Tony |
You descend into the ruins.
In the light of [Belwick's Light Spell?] you find yourselves in a 10' Wide passageway. This is hewn stone, and very very old. Ahead you come to an intersection with passages leading North, South, and West. The North is blocked by a barricade made of dirt, loose stones, furniture, and other random items--someone wanted to try to seal this passage off. You can clear it, but it will take time.
The ceilings here in the passage are 10' High.
The doors to the west and south are not locked, but are stuck and will either need to be forced or destroyed to proceed.
Where do you go, and what do you do?
Baghotir Nightthane |
Baghotir casts light on his helm as well to add to the light sources.
When everyone is geared up and ready, Baghotir puts away his warhammer, takes out his crowbar, and works the western door.
Strength: 1d20 + 4 ⇒ (4) + 4 = 8 or Strength: 1d20 + 4 ⇒ (17) + 4 = 21
Dungeon Master Tony |
Baghotir prys the door open and finds a smaller, empty room beyond. There is another door to the west similarly stuck. Baghotir makes short work of it and prys it open.
It opens into an enormous room that appears empty, but the edges are off in darkness, out of the range of your light.
You are not alone.
Six hobgoblins emerge--four with swords and shields, one attired as a Wizard, wearing goggles and a bandana on his head. He is carrying an iron-shod staff decorated with runes. The sixth is larger than the others and he steps ahead of the others and readies his greatsword into a high guard.
"Halt! You are intruders in Keledek's domain. Leave now or die!"
Perception checks please, or I'll use your passive.
Baron Belwick Donnamoor |
Perception: 1d20 + 0 ⇒ (2) + 0 = 2
Belwick does indeed conjure illumination, causing the tip of his wand to glow.
"Alas, we have come here to see Keledek," Belwick says, retrieving the signet ring of the Prince of Monmung. "We are agents of Monmung, and you can either obstruct us and face the wrath of your master, or allow us to pass and spare yourself the embarrassment."
Deception: 1d20 + 5 ⇒ (1) + 5 = 6
Dungeon Master Tony |
"Desperate and pathetic. Last chance. Walk out of here or I claim your valuables and toss your corpses to the rats."
Dungeon Master Tony |
Caelius Burningseeker |
"That is an ill omen and a strange occurrence. I am afraid I don't like any of it and hope the Captain is alright." Caelius says nervously as his eyes adjust to the lighting. He stops short as Baghotir finds a room of hobgoblins.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
"We aren't looking to be harmed by you tonight. We are looking for people. A girl was kidnapped and brought through here."
Dungeon Master Tony |
Caelius, you can check Baghotir's spoiler.
-----
The Hob with the rune staff scoffs.
"See, Captain? I told you that was going to be trouble. Kidnappin's always dicey."
The leader doesn't take his eyes off of the party as he answers.
"Shut it. We have our orders. If any of these prigs so much as moves, unleash The Hells."
They are ready for war, but are waiting for something. Perhaps for you to make a move.
Baghotir Nightthane |
Condition: Spiritual Ax (1/10r)
- - -
"I don't think, conversationally, you're being very polite!"
He casts Spiritual Weapon, and sends the ax against the sneaker, "Now cut that out!"
Spiritual Axe: 1d20 + 7 ⇒ (19) + 7 = 26
damage F: 1d8 + 4 ⇒ (1) + 4 = 5
Dungeon Master Tony |
Baghotir begins to cast his spell, and as promised, the Hobs attempt to unleash all the Hells.
But Alisanne, staying quiet towards the middle of the party, is fastest.
ROUND 1
Alisanne 22 GO
Bugbear 19 TBD
Baghotir 13 Spiritual Weapon, move and bonus remaining
Hobs 12 TBD
Belwick 10 TBD
Caelius 10 TBD
Hobgoblin Caster 9 TBD
Hobgoblin Warlord 9 TBD
Venn 8 TBD
They are all hobs and one bugbear. I'm using a pirate wizard (back of the formation) for the caster and a Bandit Captain for the Hob Warlord in the front.
Alisanne Skullfist |
Alisanne pulls out her flute and plays a fast, whimsical tune. A cacophony of colors and light surround the hobgoblins.
Hypnotic Pattern. 30' cube, so I think I can get all of them. Wis15
Bardic Inspiration to Baghotir.
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 14) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +4
Dungeon Master Tony |
Hobs4d20 ⇒ (12, 16, 3, 12) = 43 Three of the hobgoblin soldiers go slack-jawed and wide eyed as they are hypnotized by Alisanne's spell.
1d20 + 1 ⇒ (4) + 1 = 5 And so is the spellcaster.
1d20 ⇒ 20 The Warlord snarls, and resists the light-show.
From the north, there's a curse in goblinoid and the bugbear closes distance and tries to disrupt Alisanne's spell. She sees the creature in the shadows and is not surprised.
1d20 + 4 ⇒ (3) + 4 = 7 the javelin toss is shockingly terrible though. There's another curse in goblinoid as the bugbear enters the brighter light and looks dumbfounded at his throw. The javelin clatters to the floor some distance from the party.
ROUND 1
Alisanne 22 Hypnotic Pattern
Bugbear 19 MISS
Baghotir 13 Spiritual Weapon, move and action remaining
Hobs 12 TBD
Belwick 10 TBD
Caelius 10 TBD
Hobgoblin Caster 9 TBD
Hobgoblin Warlord 9 TBD
Venn 8 TBD
Baghotir Nightthane |
Condition: Spiritual Axe (2/10r)
- - -
Baghotir moves up on the sneaker and tries to clobber him, as he keeps the spiritual axe on him as well!
Warhammer (magic): 1d20 + 8 ⇒ (1) + 8 = 9
damage B: 1d8 + 5 ⇒ (6) + 5 = 11
Spiritual Axe: 1d20 + 7 ⇒ (15) + 7 = 22
damage F: 1d8 + 4 ⇒ (2) + 4 = 6
His hammer rings hollowly on the opponents armor, doing nothing, but the spirits do better!
Dungeon Master Tony |
The bugbear takes a hit from the spiritual axe, but ducks the hammer and pulls his morningstar.
Most of the Hobs are out of it, but one retains its wits, and discipline. He backs up and stands next to his mage and gives it a swift kick to the rear, snapping him out of it.
Belwick and Caelius go!
ROUND 1
Alisanne 22 Hypnotic Pattern
Bugbear 19 MISS
Baghotir 13 Spiritual Weapon, move and miss
Hobs 12 Hypnotic Pattern, one wakes the Caster.
Belwick 10 GO
Caelius 10 GO
Hobgoblin Caster 9 TBD
Hobgoblin Warlord 9 TBD
Venn 8 TBD
Caelius Burningseeker |
With Baghotir dealing with the warlord Caelius rushes the rest of the hobgoblins to stop them from circling around the others. "I can't hold them for long!"
+1 Longsword of Kord: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d10 + 5 ⇒ (8) + 5 = 13
+1 Longsword of Kord: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d10 + 5 ⇒ (8) + 5 = 13
HP 67/67
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 1/1
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5
Baron Belwick Donnamoor |
"Avoid those fascinated by the hypnotic pattern, Caelius!
Belwick retrieves his wand, then begins a conjuration that he, as yet, has not used. His wand moves and arcane words spill from his mouth as glowing sigils that form a five foot circle appear beside the hobgoblin mage. From within the circle forms a creature made of clumps of mud and stone. The sigils fade, freeing the summoned earth elemental.
"Strike down the hobgoblin magician," the nobleman commands, not willing to let the caster get any spells off.
The elemental complies, instincts attuned to Belwick's wishes. It releases a one-two punch at the mage.
Slam 1 vs Mage: 1d20 + 8 ⇒ (2) + 8 = 10
Damage (B): 1d10 + 4 + 4 ⇒ (8) + 4 + 4 = 16
Slam 2 vs Mage: 1d20 + 8 ⇒ (4) + 8 = 12
Damage (B): 1d10 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Alas, the elemental is still getting its bearings on this plane.
Uncertain what magicks could come next, Belwick decides that spreading out is best and moves away.
Cast Summon Elemental (earth), move
Armor Class 15 (natural armor)
Hit Points 50
Speed 40 ft.; burrow 40 ft. (Earth only)
Damage Resistances piercing and slashing (Earth only)
Multiattack. The elemental makes two attacks
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only)
Dungeon Master Tony |
Caelius rushes the Hobgoblin Warlord and their blades clash! The Warlord uses his reaction to Parry his first strike. The second hits though.
The Warlord keeps his cool and moves back, and uses his action to snap one of his soldiers out of the stupor.
Caelius may use his reaction to make an Opportunity Attack
"Form up, Soldier!"
The, "Half-Heart", icon indicates which are still hypnotized.
The Hobgoblin mage is startled to see an elemental spirit appear out of the stones next to him. He whoops a little as he dodges both slam attacks. He lowers his goggles and reaches into a pouch. He withdraws something from the pouch and begins rubbing and kneading whatever it is with one-hand. The runes on his staff glow. He's done with whatever he drew from his pouch and his hands start tracing strange patterns as he chants in an unknown language. You can smell ammonia and brimstone.
He casts a spell with verbal, somatic, and material components.
ROUND 1
Alisanne 22 Hypnotic Pattern
Bugbear 19 MISS
Baghotir 13 Spiritual Weapon, move and miss
Hobs 12 Hypnotic Pattern, one wakes the Caster.
Belwick 10 Summon Elemental
Caelius 10 1 HIT, Opportunity Attack
Hobgoblin Caster 9 Magic
Hobgoblin Warlord 9 Wakes underling.
Venn 8 GO
ROUND 2
Alisanne 22 GO
Bugbear 19 TBD
Baghotir 13 TBD
Hobs 12 TBD
Belwick 10 TBD
Caelius 10 TBD
Hobgoblin Caster 9 TBD
Hobgoblin Warlord 9 TBD
Venn 8 TBD
Baron Belwick Donnamoor |
None of that now...
Belwick makes a quick gesture, creating an abjurative energy that attempts to smother the magical energy forming near the mage.
Cast Counterspell
Venn Greenbough |
"I'll take a hairy brute over a vampire any day!"
Venn closes quickly to find an enemy with his wits about him and introduces him to the edge of his greatsword:
Dread Ambusher: 1d20 + 8 ⇒ (11) + 8 = 19 for DMG if hit: 1d8 + 5 + 1d8 ⇒ (7) + 5 + (7) = 19
ATK: 1d20 + 8 ⇒ (12) + 8 = 20 for DMG if hit: 1d8 + 5 ⇒ (3) + 5 = 8
Alisanne Skullfist |
Alisanne modulates her voice and, pointing at the spellcasting hobgoblin, shouts for it to, "HALT!"
Command, Wis15
Dungeon Master Tony |
Venn flat out murders a hobgoblin and nearly does in the other!
Alisanne's spell... 1d20 + 1 ⇒ (15) + 1 = 16 Does not affect the Hobgoblin Caster.
The Bugbear goes smiles wide and tries to slay Baghotir with a big overhand smash of his morningstar... 1d20 + 4 ⇒ (13) + 4 = 17 But the dwarf is ready for it and raises his shield in time.
ROUND 2
Alisanne 22 Magic
Bugbear 19 Miss
Baghotir 13 GO
Hobs 12 TBD
Belwick 10 TBD
Caelius 10 TBD
Hobgoblin Caster 9 TBD
Hobgoblin Warlord 9 TBD
Venn 8 TBD