(IC) Dog Days of Doom!

End of Round 1

Caer, just moments before the Cloud appears tries to thornwhip the warrior into the pit but misses.1

Stratus slashes the warrior, which would be a perfect attack but he brings his sword up at the last moment and he parries the blow.2

That's when the fog appears blocking everyone's sight.

Deidre uses the cover of the fog to move along the wall but there's sand on the ledge and her foot slips and she falls into the pit. She tries to slow her fall but she can't and she lands directly onto one of the large spikes.3

ROUND 2.


"Get the caster! Robbers, surrender, we really just want to light the brazier! The priests are mostly dead. Some more than once!"
"Robbers?? You murder us and tell me all you want to do is light the brazier!? Liars! Treachery!"

The Wizard moves to the middle of the room and summons a stone wall around her, protecting her from harm. Inside you hear her casting.4

The warrior continues his attack on Stratus, they come fast and furious as he parries Stratus' first blow, he knocks the goliath's sword out of defensive position and strikes between the heavy armoured plates but Stratus recovers enough to dodge the second attack. As the attack hits, a blast of searing light explodes..5

@Kobold Stew Anson, looking at the zombies attacking him notices that, despite the fact they broke out through the ground, the stone work is unaffected. The strangeness hurts his brain but things click in his mind as he realizes the skeletons are not real. He shakes his head and reality returns. There are no skeletons after all - they were all in his imagination. Looking around, he uses all his focus to light the Brazier.6

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1. I think @Snarf Zagyg would try to end this early and pull the guy into the pit with Thorn Whip, but he misses.
Caer Attack on Warrior: 1D20+5 = [10]+5 = 15

2. Stratus Attack on Warrior: 1D20+5 = [14]+5 = 19
1D8+3 = [8]+3 = 11
This would be a hit, but the warrior uses his reaction to parry the attack (AC 20)

Deidre tries to cross the pit and succumbs to my horrible luck in dice rolling. She falls in.
3. Deidre dex check to avoid falling: 1D20 = [3] = 3 Fail
Deidre dex save to avoid the spikes: 1D20 = [4] = 4 Fail
spike trap damage: 3D6 = [4, 5, 1] = 10

Round 2

4. The Wizard summons a stone wall around her. I marked it with a square with red around it.

5. Attacks on Stratus: 1D20+5 = [15]+5 = 20 (hit)
2D6+3(slashing)+1D8(radiant) = [6, 2]+3+[4](Radiant) = 15 Damage

1D20+5 = [4]+5 = 9 Miss

6. As discussed with @Kobold Stew , he uses his action to light the beacon.

Everyone else can act for round 2
 
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"We have no choice but to light the Beacon by any means necessary. We have told you why!" declared Status, frustrated with her continued disbelief. "Everyone in the area is either dead or in great danger, and we don't have time for you and your foolish obstinacy!"

Ooc: He will Dodge and Intercept this round, but his patience is at an end.
 

AC 19 (16) Passive Perception 17
HP 25/34 HD 2/3
SSdc13 Slots 3/3
Hunters 0/2 Healing 1/1 Teleport 1/2 Blur 1/1
Inspiration: 1/1

ROUND 2
Caer tries again to use the power of the Garroting Deep to drag the surly tombraider into the pit, but fails. While doing so, he uses the Blackstaff to vault over the pit to the other side and move to the other side, closing to melee range while focusing the Raven's ire on the target.

OOC:
Thorn: 1D20+5 = [4]+5 = 9

Bonus action target tomb raider
Acrobatics: 1D20+2 = [10]+2 = 12


Success. Move to other side of pit and close to melee range.
 


Level 3 Chaotic Good War Cleric of Corellon
AC18 Passive Perception 15
HP 18/24 HD 3/3
SSdc13 Slots 3/4 1/2
CD 2/3
WP 1/3

Deirdre berated herself for not first praying for Corellon's grace before trying to navigate the pit in her rush to defend her allies. She now looked for suitable handholds to climb out of the pit, her side aching where it was battered and bruised from colliding with the spike.

Must heal myself to make sure I can aid my allies, she thought to herself as she pulled out a potion and swallowed it before beginning her ascent.

OOC: I just realized I messed up on Deirdre's hit points when I last leveled her up (didn't add her con modifier). She should have 24 hp, not 22 (10+7+7). Corrected on the minisheet and RG. Her actions are to take potion of healing (bonus action) and then try to climb out of the pit.
Potion of healing: 2D4+2 = [1, 1]+2 = 4
Yeesh.
Athletics check (climb): 1D20+2 = [8]+2 = 10
Hope that's enough. Feel like I caught the DM's dice virus.
 

OOC: @Lidgar weirdly, the adventure doesn't mention a DC for climbing out of the pit. DC 10 seems fine enough - it's not designed to hold people in. Deidre can climb out (double movement = 30 feet of movement) so you're out of movement but still have an action. Put yourself anywhere adjacent to the pit.
 

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