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


log in or register to remove this ad

OOC: What would I need to do to throw Argyle into the door? Terrus can increase his strength, and have advantage on strength checks. Or I could get behind him and do a Knock Back attack.
 

OOC: Either (grapple) pick him up with athletics (vs his) and carry him over and throw him 5 or 10 feet or do a knockback. Won't open the door. Might not set off the trap (the no-one-touch-it trigger has exceptions)
 

OOC: Sesto is impatiently tapping his foot while he is waiting for Terrus and Pyrus to either open the door or throwing Argyle at the door. Of course Argyle is going to get mad (madder) and start hacking away at people. Sesto hopes it want be him that bares the grunt of Argyle's wrath.



Sent from my iPhone using EN World
 

Terrus' telekinetic power wasn't as refined as Pyrus, but he could still grab things and smash them.

He reached out his mind to grab Argyle and throw him towards the door.

Pyrus attacks Argyle as well, only by firing a beam of fire, one that seems much more potent than it was in their last fight.

OOC:
Terrus
Attack: Psychic Hammer: DC 12 Str Save or take [roll0] damage and move 10 ft towards the door.
Focus: Mastery of Earth and Wood: grants +1 AC.
AC: 17
PP: 22

Pyrus: Energy Beam: DC 14 Dex Save or take [roll1] Fire damage
Focus: Mastery of Fire
AC: 13
PP: 22



Sent from my iPad using EN World
 

OOC: Why are you moving the bad guy away from Bob? Better to have shoved the cultist into the teleporter and gum up the works in case of more otw.


Squirrels are evil!
 

Location: Altar to Bhaal Dragons

Encounter: Agyle and company

Round One

Argyle was confident that he would win this fight and regain the favour that he had lost when the infiltrators had framed him for Siobhan's murder. Lorenn danced by him, weaving magic and swordplay in the elven style. Argyle felt the half-elf's hot blade bite his flesh, too quickly for Argyle to do a thing to stop it. He welcomed the burn, however; he was used to it. As one of them ducked Bob's hammer swing, Argyle waved to his lunatic friends to cover his back.

Suddenly he felt the pull of Terrus' psychic power, but he held his ground through pure physical and mental grit.

"Fire won't do much to you, hey fellah? Me neither." he said to Pyrus, "I'm willing to bet that this guy can't say the same, though!" Then he waved his arms and conjured a ball of flames which he threw at Terrus. The ball remained, rolling across the ground by the genasi brothers.

His lunatic buddies, fully on-fire, rushed across the room, swinging flaming maces at Bob and Lorenn. Finally, the Bhaalite Obelisk made a subtle popping noise as two Beast Boy mercenaries arrived through the teleporter. They looked around blinking, taking stock of the situation.

GM: Anyone next to a Lunatic takes 1 point of fire damage right away (listed). Pyrus and Terrus will take [roll0] fire damage if they end their turn next to the Flaming Sphere. Sesto and Drako can finally go. Sorry for the wait. (Then everyone else can go, too - except for Pyrus. I have his turn - though feel free to tell me where you want him to go.)
[sblock=Notes]
Lorenn (to D9 then I10) Rapier 24 & Booming Blade & Absorbed Fire vs Argyle (Hit for 13 & 6(3) Fire)
Terrus (to C8) Psychic Hammer dc12 vs Argyle (Makes the Save)
Bobranthus (to F9) Hammer 12 vs Lunatic1 (Miss)
Argyle (E8) Flaming Sphere vs Terrus (4 fire damage, dc12 Dex save for half)
Lunatic1 (E10) Flaming Club 9 vs Bob (Miss)
Lunatic2 (E11) Flaming Club 15 vs Lorenn (Miss)
Merc1 & Merc2 (to E11 & E12)
[/sblock]
[sblock=Rolls]
Torbin's Turn
Torbin Init: 1D20+2 = [4]+2 = 6
(Guess he goes round 2)

vs Bobranthus
Lunatic1 Flaming Mace: 1D20+4 = [5]+4 = 9
1D6+2 = [3]+2 = 5
1D6 = [3] = 3
(Miss but 1 fire damage)
vs Drako 1 fire damage
vs Lorenn
Lunatic2 Flaming Mace: 1D20+4 = [11]+4 = 15
1D6+2 = [3]+2 = 5
1D6 = [4] = 4
(Miss but 1 fire damage)
vs Terrus
Argyle Strength Save: 1D20+2 = [16]+2 = 18
(Makes it)
Argyle Flaming Sphere: 2D6 = [3, 1] = 4
(dc12 Dexterity Save for Half)
[/sblock]
Damage Taken
PCs Bob 1+1=2, Drako 0+1=1, Lorenn 6+1=7, Pyrus 12, Sesto 0, Terrus 12+4 or 2, Torbin 0
BGs Argyle 0+13+6(3)=16, Lunatic1 0+1=1, Lunatic2 0+1=1, Merc1 0+1=1, Merc2 0



Altar9.png
 
Last edited:

With new-found powers, Sesto calls forth some of Lathander's angelic spirits that will protect Sesto and his friends. Sesto then rushes over to stand between Loreen and Bobranthus.

OOC: Action: Cast Spiritual Guardian: You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutra!. their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC=15). On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

Move: G9
AC=18
 

Lorenn do his thing again, flying toward Argyle and landing a Booming blade before flipping back to avoid counter attacks.

OOC:
Bonus action: disengage
Movement: F8
Action: booming blade on Argyle
Rapier : 1D20+6 = [15]+6 = 21
Rapier dmg : 1D8+3 = [2]+3 = 5
Booming blade; if Argyle moves:
1D8 = [1] = 1
2D8 = [4, 7] = 11

Sneak attack dmg : 1D6 = [1] = 1

Movement: H8

Total: 7 (2d8+1d6+3, yes)
If he moves: +11


[sblock]
HP: 28
Potions: 3/4
Spell slots: 3/4, 2/2
Bladesong: 1/2
Arcane Recovery: 1/1

[/sblock]
 
Last edited:


Remove ads

Top