D&D 5E [IC] Creamsteak's Princes of Elemental Evil

"Agreed," says Carradoc. "And that's why I think we should return to the monastery. Something was in that basement, and if there are survivors, our best chance at rescuing them would be to go now. We've got keys to something. I suspect we could get in the way we went last time, or if anyone prefers, we could this time try the front door."
 

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Tolan stands surveying the Monastery for a moment.

"I see a few options. One, exactly as we went before. Two, one of the other doors from the stone garden. Three, the hole sunk in the middle of the garden. Four . . . the front door, which seems as good an option as any at this point."

He pulls out his sword, but leaves his shield aside for the moment, ready to go full offensive.
 

Damien wasn't screwing around this time. The warlock sheathed himself in infernal frost and called his pact weapon to hand. "Well, if they found the bodies, they may have figured out we took the keys, so there could be a trap on the other side of the door, but maybe not..."

...huh? You're still alive? Evilness me! I had thought your soul had slipped through my fingers. I've spent the last day reviewing the fine print of our contract! I was going to have a very unpleasant conversation with my barrister. Well, this explains everything! Still alive, quite a feat... ah, you're back at the Monastery? Excellent, I can't wait to see what happens.

The warlock sighed heavily.
 

Telepathically, Thaliss says If we take the hole, we will not know the way out. Same for the front door. I say we follow the path we know and enter the same way.
Thaliss then mumbles a few arcane words in preparation.

OOC: Casting of Guidance, which also applies to initiative. 1d4 added to roll. Duration 1 minute. Thaliss will recast Guidance until used
 

Dent extracted the keys from his pocket. He walked up to the front door and stood there a moment, having a good look around for traps. If he didn't see any, he tried to open the door by simply grasping the handle. If the door proved to be locked, he tried both keys.

[roll0]
 

Dent is able to slide the door open with ease.

This austere hall is finished in irregular blocks of dark basalt that form natural columns along the walls. The doors of the monastery's front entrance face south, while interior doors lead east and west. An interior courtyard lies just to the north of this room, visible through a pair of narrow windows.

A single humanoid-seeming sentry with a gargoyle mask stands on the other side of the door. He is not the first thing you notice.

Three huge hulking bull-headed standing figures adorned with greataxes are sitting against the northern wall.

The party has a surprise round.

Initiatives
The Party
Sacred Stone Welcoming Committee

***As such, you basically have two rounds before the enemies can react, and the minotaurs are currently considered prone giving them advantage against ranged but disadvantage against melee.
 

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Aridha moves to get a clear view through the door and casts a spell, enveloping the priest and three minotaurs in a ghostly effulgence; streams of green and lavender light that coiled around them like the aurora at the poles...making them very hard to miss in the gloom of the chamber.

(Move to y35 and cast Faerie Fire centered on the center of the room, which I believe a 20' cube should fill completely. Dex save DC 15 to avoid the effect)
 

"Let's go back to the Monastery..." Damien said in a sing-song voice. Great idea...

Springing into action, the warlock darted past the humanoid guardian and into the ranks of the larger creatures. Cursing the one on the far right, he engaged it with his pact blade.

OOC: Move to AA28
Bonus Action: Hex the minotaur on the far right (Penalty to Strength checks)
Item Interaction: Draw Dagger
Action: Attack w/Advantage - [roll0], [roll1], Damage - [roll2] + [roll3] (Necrotic)

HP: 49/39
AC: 16

Notes:
- Armor of Agathys: 10 THP, melee attackers take 10 cold damage if temp HPs are up.
- Hex: Far right minotaur has disadvantage on STR ability checks.
 
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