D&D 5E (IC) Vault of the Dracolich (Dispensables)

Lorenn calls back his familiar and try to listen what's happening behind door 3. (Perception 7, Eko did worst).

If a door opens, Lorenn cast mirror image.
 
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Lorenn can't hear anything over the moving pews or the rams banging on the southern door. Bob, Drako, and Torbin reinforce that battered door with the pews from door3 as Pyrus and Terrus concentrate on figuring out the deadly ward's trigger. Turns out, it triggers if any non-cultist (which would include the mercenaries) touches the door. Perhaps there is a way of opening the door without touching it? (Gloves wouldn't help.)

Sesto is checking out how well door1 is holding up when he notices a familiar feeling in the room. He has just enough time to call out a warning when a cultist bursts out of the Bhaalite Obelisk. He appears to be an older man with dragon-skull tattoo, head shaven, with bone piercings in his ears and nose. Terrus, Torbin, and Lorenn would recognise this man as Argyle.

Argyle tosses an empty potion aside, and spits fire out of his mouth at Terrus, Pyrus, and Lorenn. Two more cultists burst out of the Obelisk after him, both of them fully on fire. His mouth now clear, Argyle roars out, "Where's that basterd what was pretendin' to be Rowloe? I spent the night in chains because of y'all!"

GM: Terrus, Pyrus, and Lorenn take [roll0] fire damage (half with a dc13 dexterity save). Everyone roll initiative. Let me know where you think your hit points are at so we're on the same page.
 

OOC:
Terrus Dex Save: [roll0]
Pyrus Dex Save: [roll1]

Pyrus takes half damage of whatever he takes, so 3 damage for him.

If the door is unlocked, then Pyrus can use Mystic Hand (like Mage Hand) to open it, or Terrus can use Psychic Hammer (Sort of like a grab and slam) to open it, either without touching it. Once I know which one would work, I'll chose what their actions are.
 



OOC: The doors are really heavy, so I think it would take more than a mage hand, but it's not locked. Oh, and just so everyone understands, Argyle had a surprise round (just like Bob did when he went through the Obelisk). Now, anyone who beats the bad guys' initiative of 12 (Bob can go with the tie) can go right away for round 1. Here's a map! (I keep forgetting to say, Torbin has finally ditched his "guard" outfit and looks like himself now.) Note that Bob, Drako, and Torbin are carrying a pew. Correct me if I'm wrong, here's where everyone's at damage-taken-wise:

[sblock=Positions]
Bobranthus (J11)
Drako (H9)
Lorenn (C9)
Pyrus (B8)
Sesto (M7)
Terrus (B7)
Torbin (G10)

Argyle (E8)
Lunatic1 (E10)
Lunatic2 (E11)

Cultist Initiative: 1D20 = [12] = 12
[/sblock]

Damage Taken
PCs Bob 1, Drako 0, Lorenn 0+12 (or 6), Pyrus 9+3=12, Sesto 0, Terrus 0+12=12, Torbin 0


Altar8.png
 

Dex save: 10
Init : 1D20+3 = [19]+3 = 22


Reaction: absorb elements (fire)
Mouvement: D9
Action: booming blade on Argyle
Rapier attack; rapier dmg; booming blade; if Argyle moves :
1D20+6 = [18]+6 = 24
1D8+3 = [4]+3 = 7
1D8 = [6] = 6
2D8 = [6, 6] = 12


Bonus action: disengage
Mouvement: I10

Absorb element :
[...]You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type[...]

Absorb elements fire damage :
1D6 = [6] = 6


Total: 19
If Argyle moves: +12
Hp: 29
 
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Bob grins suddenly when he hears the familiar "zap!" sound for the first time. He drops his side of the pew and laughs at the little man and his story.

"No tricksters here little man, but you've found the perfect place for a head bashing!"

Stepping onto the pew he runs along it and straight up to F9. Laughing uproariously as he swings his warhammer into the other cultists face.

OOC: BA: Raging
Move Action: to F9
Action: Attacking cultist at E10

Warhammer attack: 1D20+7 = [5]+7 = 12
1D8+6 = [3]+6 = 9





Squirrels are evil!
 

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