D&D 5E Flamestrike and Stalker0's little adventure

Its the 4th post on the 1st page of the thread.

Roger - seen.

A 3 and a 4 for its save? Ouch!

That does it though. The Demon disappears with a faint popping noise.

With no other hostiles, I presume you concentrate on the spell for the full minute, banishing the foul Demon back to the 333rd layer of the Abyss.

The battle is over, with you on 42 damage, the Bard and the Rogue having taken 37 points of damage, and the Fighter having taken 20 and Cleric 26 points in total (taking into account damage from the previous battle).

The Rogue quickly checks the door as you concentrate, noting its not trapped, but it leads to a stairway that descends into the earth below. Its unlikely that anyone heard the battle through the closed door.

The Cleric and the Bard reckon they can heal everyone, but it will leave them out of slots. They propose taking a Short rest here, to bind wounds and prepare for the final battle.

Do you agree?
 

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Vizardo takes a look at this fellows, and seeing the wounds, feels extremely fortunate that his power was enough to overcome such a monster. Though time is precious, he agrees that in their current shape, they may not have the strength to fight what could conjure such a beast.

So Vizardo agrees, but will take a little bit of time and cast leomund's tiny hut (ritual), back just enough so that the lower door could open (assuming it opens towards us) but still leaving a tight space for anyone coming up the stairway. This will give them added peace of mind and ensure no ambushes could come and snipe them while they rest in such a precarious state....and if any did actually try, well the party would gain a possible major defensive fortification with their counterattack.
 

Vizardo takes a look at this fellows, and seeing the wounds, feels extremely fortunate that his power was enough to overcome such a monster. Though time is precious, he agrees that in their current shape, they may not have the strength to fight what could conjure such a beast.

So Vizardo agrees, but will take a little bit of time and cast leomund's tiny hut (ritual), back just enough so that the lower door could open (assuming it opens towards us) but still leaving a tight space for anyone coming up the stairway. This will give them added peace of mind and ensure no ambushes could come and snipe them while they rest in such a precarious state....and if any did actually try, well the party would gain a possible major defensive fortification with their counterattack.

Cool mate.

The PCs all expend HD and heal back to full, while the Bard gives a motivational song (Song of Rest).

Roll your remaining HD for me and let me know how you go.
 

Alright so 42 damage.

d6 (6) = 6
d6 (5) + 3 = 8
d6 (5) + 3 = 8
d6 (6) + 3 = 9
d6 (2) + 3 = 5
d6 (4) + 3 = 7

So I heal 43 damage, aka back to full, but no HD left.

By my count I have now used (adding in the shield, web, and banishment):

1st level - 3 (1 left)
2nd level - 2 (1 left)
3rd level - 1 (2 left)
4th level - 1 (0 left)

Oh wow....hehe so one thing both of us forgot, I never declared a school specialization! So what I did is just look over my spell list to see what my most common school was.

Charm Person - Enchant
Comprehend Languages (R) - Div
Detect Magic (R) - Div
False Life - Necro
Find Familiar - Conj
Fog Cloud - Conj
Grease - Conj
Mage Armor - Abj
Shield - Abj
Magic Missile - Evo
Unseen Servant (R) - conj
Augury (R) - Conj
Enhance Ability - Trans
Mirror Image - Illus
Misty Step - Conj
Scorching Ray - Evo
Suggestion - Ench
Web - Conj
Dispel Magic - Abj
Fireball - Evo
Fly - Trans
Hypnotic Pattern - Illus
Leomund's Tiny Hut (R) - Evo
Speak with Dead - Necro
Water Breathing (R) - Trans
Arcane Eye - Div
Banishment - Adj
Evard's Black Tentacles - Conj
Fabricate - Trans
Otiluke's Resilient Sphere - Evo

So I have the most conjurations spells, so with your permission I'll just say that Vizardo is a Conjurer.

If that's the case, then Vizardo conjures up a nice super cushy stool to rest on:)
 
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@Stalker0

Ok, the short rest ends, everyone having successfully bound wounds, and ready for one last assault on Bargle the Infamous, to stop his nefarious plan to wreak evil on the realm.

Time is now of the essence.

Weapons in hand, and light on the Clerics shield, you approach the door on the far side of the tower, and descend the staircase below. The Scout takes point, scanning for traps as your party descend into the darkness, the staircase spiraling down several hundred feet, before opening out onto a huge (200' across) subterranean chamber, dimly lit by a phosphorescent moss and filled with stalagmites and stalactites.

On the far side of the chamber, you all can dimly make out a second staircase that also descends even further down. Above, the ceiling and dark crevasses and caves are shrouded in darkness.

Pushing ahead towards the far side of the room in formation, you all hear mocking laughter coming from above you. Looking up you see a large lion like creature, with bat like wings, daemonic fangs and horns, and a scorpion like tail, filled with spikes and dripping with a nasty looking green ichor... then, before you can act, you see another one! Both creatures laughter seems oddly in synchronization with the other, almost as if they shared the same mind.

They are positioned on two separate ledges roughly 40' above the party, one on the East side of the room, and one on the West side - roughly 80' away from each other, with the party in the center.

Their tails snap forward and they attack!

Roll initiative.

Monsters: 17
Fighter: 16
Rogue: 13
Cleric: 11
Bard: 7
 

@Stalker0

Ok, the short rest ends, everyone having successfully bound wounds, and ready for one last assault on Bargle the Infamous, to stop his nefarious plan to wreak evil on the realm.

Time is now of the essence.

Weapons in hand, and light on the Clerics shield, you approach the door on the far side of the tower, and descend the staircase below. The Scout takes point, scanning for traps as your party descend into the darkness, the staircase spiraling down several hundred feet, before opening out onto a huge (200' across) subterranean chamber, dimly lit by a phosphorescent moss and filled with stalagmites and stalactites.

On the far side of the chamber, you all can dimly make out a second staircase that also descends even further down. Above, the ceiling and dark crevasses and caves are shrouded in darkness.

Pushing ahead towards the far side of the room in formation, you all hear mocking laughter coming from above you. Looking up you see a large lion like creature, with bat like wings, daemonic fangs and horns, and a scorpion like tail, filled with spikes and dripping with a nasty looking green ichor... then, before you can act, you see another one! Both creatures laughter seems oddly in synchronization with the other, almost as if they shared the same mind.

They are positioned on two separate ledges roughly 40' above the party, one on the East side of the room, and one on the West side - roughly 80' away from each other, with the party in the center.

Their tails snap forward and they attack!

Roll initiative.

Monsters: 17
Fighter: 16
Rogue: 13
Cleric: 11
Bard: 7
Roll: 10 + 1 = 11.

Is the second staircase on the other side of the room, or is it near us?
 

Roll: 10 + 1 = 11.
You have the higher Dex so you can go before the Cleric.

Monsters: 17
Fighter: 16
Rogue: 13
You: 11*
Cleric: 11
Bard: 7

Is the second staircase on the other side of the room, or is it near us?

Yes, around 100' from where you stand at present, with the other staircase you just came down 100' behind you.

You're in formation (Rogue up front, Fighter and Bard behind, then you, then the Cleric in the rear. The room is dimly lit, and full of stalagmites and stalactites, difficult terrain and ample cover everywhere. When the monsters appeared, you guys were picking your way through the rubble on the floor towards the door on the other side.

The monsters are 40' above you on ledges on the parties right and left hand side, roughly 80-100' apart.
 

The Monsters go first.

Monster 1 flings 3 tail spikes at the Rogue (he's armed with a bow)! Rolls are 17, 19 and 23 for three hits!

The Rogue uses uncanny dodge vs the 1st attack to halve the damage. Damage is: 1st attack: 12 (6) piercing and 2 (1) poison, 2nd attack 9 piercing and 5 poison, and 3rd attack 10 piercing and 3 poison... for a total off 34 points of damage (ouch).

The other one will attack the dude in robes and a pointy hat.... in other words you! Rolls (total) are 12 (miss), 20 (hit)...

I'll roll the third one in a second. Do you wish to shield?
 


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