(IC) Dog Days of Doom!

Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 4/17
Passive Perception (PP): 13
HD/HD; 2/2

Maximilian
AC 13
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 22/24
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 1/7
Cures and curiosities

Badly wounded but seeing that fire seemed to damage the mist, Benny sends Max to strike it.

OOC: Benny action: have Max attack the mist. I’m assuming he has enough movement to fly to the mist.
Attack 20
Damage 12: 4 slashing 8 radiant
 

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Anson Willoughby
AC 15
HP: 12/15
Passive Perception: 12
HD: 2/2
Heroic Insp: 1/1
Round 2

Anson urges his companions to withdraw, as the mist slowly approaches. He wants them to leave back through the window they had entered, but he tries to shor off a parting shot. Flame in hand, he fires it and hits it dead centre.

OOC: Produce Flame 1d20+4=24. CRIT! damage = 1d8=2 plus 1d8=4 for a total of 6 points fire damage.
Then he moves back, or away.
 

Level 2 Chaotic Good Cleric of Corellon
AC18 Passive Perception 15
HP 6/15 HD 2/2
SSdc13 Slots 2/3
CD 2/2

Cures and Curiosities - Round 2

Deirdre acknowledged Anson's pleas, but not before hurling another bolt of fire from her outstretched hand at the Vampire Mist.

"This is a foul abomination that may prove to be too much for us!" she said with alarm before moving back out onto the balcony.

OOC: Fire bolt attack on mist: 1D20+5 = [13]+5 = 18
1D10 = [3] = 3
Ack. Crummy damage, but at least it's fire. That's 17 fire/radiant and 4 slashing total. Not bad!
 

The Market (Alertness 7/8)
View attachment 412124



Approaching the Gate
Round 1:
-Caer and Stratus kill zombie
-Merchant runs away
-Zombie keeps eating horse
-Zombie attack
Zombie attack: 1D20+3 = [16]+3 = 19
1D6+1 = [3]+1 = 4
- @Neurotic Havoc takes 4 damage.
-Havoc attacks zombie
Havoc attack: 1D20+5 = [15]+5 = 20
1D8+4+1D4 = [5]+4+[4] = 13
End Round 1
Stratus runs in, knocking the zombie down then Caer bashes its head in. The merchant looks in surprise,

"Oh gods, thank you!"

He doesn't stick around to ask who you are, instead he books it towards the temple.

Havoc delays, not sure what to do which gives the pursuing zombie a chance to catch him and hit him with one of its claws. This zombie, judging by its dress and age was once a teenager. There was disdain on the creature's face even before he was turned into a zombie.

Havoc turns to attack and, as he swings and lands a punch with his new gloves, there's a percussive force that almost sends him flying backwards and caves in the zombie's arrogant sneer.

The sounds of scurrying and squeaking are getting closer. You look back at the zombie eating the horse, ignoring everyone and next to it, there's a cart full of goods
combat.jpg

@Neurotic 1/long rest, your gloves can do 1d4 force damage

Fighting in the street is pretty easy to hear so I rolled yes to another random encounter. That's going to come along pretty soon...
zombie perception vs DC 8: 1D20+1 = [14]+1 = 15
1D8 = [5] = 5

Start Round 2
Pursuing zombie 2/15hp
Eating Zombie: 15/15




Cures & Curiosities
Alertness: 7/8


The fire burns away the mist and the bright radiant damage causes the mist to recoil. With only a wisp of red mist barely hanging on, it moves back towards the door and disappears outside through the keyhole.

Things are quiet inside but not so outside as the zombies, hearing the combat are starting to gather outside the door and lookin through the windows... you aren't sure how much time you might have but you start filling your pockets with potions and holy water. Healing potions are the red ones - everyone knows that, so you pick that shelf clean.
Not so challenging after all. I didn't know you all had ranged attacks like that.
Combat over.

Zombie alertness goes up as they heard the combat. I rolled YES for a random encounter...stay tuned for that.

Zombie perception vs DC 12; ): 1D20+1 = [13]+1 = 14
Random encounter(7/8: 1D8 = [7] = 7

You spend 10 minutes gathering potions.
You each get:
  • 2 potions of healing 2d4+2
  • 1 vial of holy water (each vial has 3 castings of protection from evil)

If you want to stay another 10 minutes, you can find more:
Arcana check DC 15- to identify useful stuff
and I make another random encounter roll.
 

AC16 Passive Perception 17
HP 17/20 HD 1/2
SSdc13 Slots 2/2
Hunters 1/2 Healing 1/1 Teleport 1/2
Inspiration: 1/1
APPROACHING THE GATE Singing Ring Around the Rosie
'
Caer feels the Blackstaff's power coursing up and down the gnarled shaft as he sees that the figure before him has been freed from its dark curse. Glancing around quickly, he quickly realizes that Havok is more than holding his own, and his attention falls on the huddled figure feasting on the remains of a horse. As the runes on the Blackstaff continue to writhe, Caer whispers to Stratus ...

We must make sure that the path is clear for the others.

Caer advances on the unnaturally raised flesh-eater, and unleashes another blow from the Blackstaff upon it.

OOC:
Swing: 1D20+5 = [18]+5 = 23
1D20+5 = [15]+5 = 20
Guess it doesn't matter if there is advantage.

Damage: 1D8+5+1D6 = [1]+5+[4] = 10

10 damage.

Edit- forgot the topple save..
Topple: 1D20+3 = [18]+3 = 21

Ha. Nvm.
 

Upon gathering the much needed healing potions and holy water, Deirdre turned to the others.

"I'm afraid the doors and windows will not keep the unlife out for long. Let us depart."

She then climbed the ladder back up to the balcony, waiting for Anson and Benny.
 

Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 11/17 (4+7 from healing potion)
Passive Perception (PP): 13
HD/HD; 2/2

Maximilian
AC 13
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 22/24
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 1/7
Cures and curiosities
OOC: Healing potion: 7 hp recovered

Benny is relieved that they at least found some healing potions and holy water. Benny quickly drinks a healing potion, feeling its warmth as it goes down his throat.

Looking at the undead outside that are approaching Benny chants arcane words, gesticulates and opaque illusory curtains appear in front of the windows.

Benny quickly scans the room, and nods at Deidre as she climbs up.

OOC: @TaranTheWanderer, treasure for Benny needs to be updated: he used his inspiration to have access through the roof, and please add:
  • 1 potions of healing 2d4+2 (he used one this round)
  • 1 vial of holy water (each vial has 3 castings of protection from evil)
Please see ooc thready for my question regarding Max casting detect magic and the remaining potions. Thank you!
 

Before leaving the shop, Deirdre once again prayed to her god, this time to guide her feet as she navigated the rooftops and made her way towards the market's exit. She almost felt weightless as her lithe form glided over the tiles and thatch.

It was not long before she saw the others. They appeared to be clearing a path forward - but a horde of undead and rats would soon be upon them.

 


Anson Willoughby
AC 15
HP: 12/15
Passive Perception: 12
HD: 2/2
Heroic Insp: 1/1
Anson takes the potions he can carry, tucking them in his bag. "We'd best be moving," he suggests, not wanting stay for a more thorough examination of the room.

"We were lucky with that mist." He does not know of its undead nature, and it would chill him to find out.

He tries to raise himself gracefully onto the roof, but his movements are inelegant. The weight of the day is catching up to him.

OOC: Athletics 1d20+5=10.
 

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