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

OOC: I don't know if anyone noticed, but my Icons for Bob and Torbin are reversed in that map. Oops!
OOC: I did. Bob is breathing down Argyle's neck. `;~} Also, he's raging and currently resisting all but psychic damage, so best I can tell ignores 1 measly point of fire.


Bob laughs at the little man's puny attack. He does notice however Argyle's use of magic on his friends. He turns his weapons upon the man.

Warhammer + Battleaxe attacks:: 1D20+7 = [20]+7 = 27
1D8+6 = [6]+6 = 12
1D20+7 = [6]+7 = 13
1D8+6 = [4]+6 = 10


Crit:: 1D8 = [8] = 8


HP 54/55[/ooc]

Squirrels are evil!
 

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OOC: Nah, I already halved the damage against Bob. The Lunatics have fire resistance too, and they took the 1 as well. It should have been 4 to Bob and 3 to Drako, with a save for half, but I just assumed the saves as made to save time. (Hence, your 1.) It seemed like too much back-and-forth for PBP, so I went for a quick (but possibly confusing) solution.
 

Location: Altar to Bhaal Dragons

Encounter: Agyle and company

Round Two

Torbin[/i] watched as Pyrus and Terrus moved away from the rolling ball of fire. Pyrus threw fire of his own, singing Aryle, who seemed to like it.

What a madman, thought Torbin as he (perhaps unkindly) left Drako holding the heavy pew and unshouldered his longbow. Sesto rushed past him toward the battle, summoning up bright swirling energy that formed into actual angels! The angels flew around Sesto smiting his enemies with swords made of Lathander's holy light. The two flaming lunatics were cut down first, smoldering on the floor.

Argyle stepped to the side, but he was seared anyway by the angel's very presence. A third angel was being merciful (or was it?) to the newly arrived mercenaries, who cowered before it, their hair turning white, their skin burning, as it stared into their very souls. Torbin took the opportunity to put one out of his terror with an arrow to the chest, as the scout moved away from the bright light.

He watched his friend, Lorenn move in on Argyle, cutting the crazy old cultist down with quick footwork and a deft thrust of his humming blade. Then Torbin saw Bob, disappointed that he had missed killing Argyle, take his frustrations out on a cowering mercenary, caving the unfortunate man's head with a mighty swing of his hammer.

And no enemies remained.

GM: Sorry Drako got left holding the pew, as it were. This is done. They will send more soon, so if you're going out the door, say so.

[sblock=Notes]
Pyrus (B8) Energy Beam dc14 Dex vs Argyle (13(6) fire damage)
Drako (H9) Puts down the heavy pew
Sesto (to G9) Spirit Guardians dc15 Wis vs All BGs (Agyle 8, Lunatics 16, Mercs 11)
Torbin (to L5) Longbow 11 & 21 vs Merc 1 & 2 (Miss & Crit for 10)
Lorenn (to F8 then H8) Rapier 21 vs Argyle (Hit for 7)
Terrus (to B7) (Still need a save vs the Flaming Sphere, but it's gone now)
Bobranthus (to E10) Hammer Cit & Axe 13 vs Merc1 (Crit for 20, Miss)
Argyle (E8) Dead
Lunatic1 (F10) Dead
Lunatic2 (H10) Dead
Merc1 (E11) Dead
Merc2 (E12) Dead

[/sblock]
[sblock=Rolls]
Torbin's Turn
Torbin Bow: 1D20+4 = [7]+4 = 11
1D8+2 = [1]+2 = 3
1D20+4 = [20]+4 = 24
1D8+2 = [1]+2 = 3
(Miss & Crit)
Torbin Crit Die: 1D8 = [7] = 7

Lathander's Angels
Angels: 3D8 = [8, 2, 6] = 16
3D8 = [3, 5, 8] = 16
3D8 = [1, 6, 4] = 11
(dc15 Wisdom Save for Half)
vs Pyrus
Argyle Dex Save: 1D20+1 = [2]+1 = 3
(Fail)
vs Sesto
Argyle & Lunatic's Wis Save: 1D20+1 = [16]+1 = 17
1D20+1 = [3]+1 = 4
1D20+1 = [7]+1 = 8
(Argyle made it, both Lunatics failed)
Mercs Wis Save: 1D20 = [14] = 14
1D20 = [10] = 10
(Both failed)
vs Terrus
vs Torbin
[/sblock]
Damage Taken
PCs Bob 2, Drako 1, Lorenn 7, Pyrus 12, Sesto 0, Terrus 16 or 14, Torbin 0
BGs Argyle 16+13(6)+8+7=Dead, Lunatic1 1+16=Dead, Lunatic2 1+16=Dead, Merc1 1+11+20=Dead, Merc2 0+11+10=Dead

You don't even need this map, but I had fun with the angels, so here it is:


Altar10.png
 

"Stand back."

Pyrus grabbed a rope from his pack and used his telekinetic power to wrap it around the door's handle, using that to try to open the door.




Sent from my iPhone using EN World
 



Location: Chamber of Preparation & Altar

Encounter: Skeletons

Round Zero

As Pyrus opens the door with a rope, Bob and Terrus rush through. They are immediately peppered with arrows fired by a row of five waiting skeletons. The skeletons appear to have once been an adventuring party, felled by the cultists and turned into reliable, if unnerving guards.

GM: I'd like everyone to roll a new Initiative (and post your turn at the same time, I will resolve in order, but I want to let everyone post as soon as they are able). Even though I'd like to mix up the order, only a moment has passed and Bob just got hit, so he keeps his Rage. Sesto also still has Angels flying around him.
[sblock=Notes]
Pyrus (R8)
Terrus (O8)
Bobranthus (P8)
Drako (W9)
Sesto (U10) Spirit Guardians around him.
Torbin (Z9)
Lorenn (V8)
Skeleton1 & 2 (I7 & I8) Bow 23 & 13 vs Bob (Hit for 7(3) & Miss)
Skeleton3 (I9) Bow 19 vs Pyrus (Hit for 5)
Skeleton4 & 5 (I10 & I11) Bow 18 & 21 vs Terrus (Hit for 4 & 7)

[/sblock]
[sblock=Rolls]
vs Bobranthus
Skeleton: 1D20+4 = [19]+4 = 23
1D6+2 = [5]+2 = 7
1D20+4 = [9]+4 = 13
1D6+2 = [2]+2 = 4
(Hit & Miss)
vs Pyrus
Skeletons: 1D20+4 = [15]+4 = 19
1D6+2 = [3]+2 = 5
(Hit, even with cover)
vs Terrus
Skeletons: 1D20+4 = [14]+4 = 18
1D6+2 = [2]+2 = 4
1D20+4 = [17]+4 = 21
1D6+2 = [5]+2 = 7
(Hit & Hit)
[/sblock]
Damage Taken
PCs Bob 2+7(3)=5, Drako 1, Lorenn 7, Pyrus 12+5=17, Sesto 0, Terrus 14+4+7=25, Torbin 0
BGs Skeleton1 to 5 0


Prep0.png

Sorry I seem to have lost the grid.
 
Last edited:




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