(IC) Dog Days of Doom!

It takes about 5 minutes to look around the room.

Poor Meldin was trying to light the brazier before he got attacked. Lying there, on the floor are two more striking stones. With two sets, two people can try to light the fires at the same time. Amongst his personal items is 5 silver, a holy symbol of Wee Jas and a scroll of Prayer of Healing. There are various sarcophagi, many of which have been pushed open.

Caer looks at the southern room and notices this small chamber features a single sarcophagus, more ornate than those seen in the larger crypt. A destroyed zombie is sprawled at the foot of the sarcophagus, its splintered skull all but removed by some massive object. In front of you, you see that object—a spear coming out of one of two holes in the wall, which must have once been part of a trap guarding this area.

Looking into the North This chamber features ornately carved bas reliefs along the walls, showing the symbol of Pelor alongside magical inscriptions. The same inscriptions cover a sarcophagus against the far wall, which is far more ornate than those seen in the main crypt. The sarcophagus is set with large red gems just beneath its lid.

In front of it is a chest emblazoned with the sacred writing and the symbols of Pelor. This is where the priest of Pelor indicated there would be holy water.

For spellcasting purposes, you've been in here for 5 minutes and it will take another 5 minutes to look around.

It is 50 minutes to sundown.
 

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Level 3 Chaotic Good War Cleric of Corellon
AC18 Passive Perception 15
HP 22/22 HD 3/3
SSdc13 Slots 3/4 2/2
CD 2/3
WP 3/3

Deirdre cleaned and sheathed her blade before kneeling over the fallen cleric of Wee Jas. She carefully removed the scroll and then arranged the charred remains in a state of rest before offering a quiet prayer for Meldin's soul to find its way to hallowed halls of his god.

Standing, she moved to the room to the north to examine the chest, looking to see if it was locked if there were any hidden wards or traps.

OOC: Deirdre will take the Prayer of Healing scroll if no one objects. she then examines the chest.
Perception check: 1D20+5 = [8]+5 = 13
 
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Benny walks up to the corpse of Meldin and takes the lighting rods. He then pauses a few sections respectfully to reflect on the man's sacrifice. This is the way of the world Benny, and know he is in a better place now Max tells him telepathically.

Benny then moves to the room with the holy water, approaches the chest. He looks at it and opens it.
 

As Deidre is looking at the chest, she can see there are many carvings holy writings that may be magical in nature. From what she can determine from their content, they speak of peace and protection and, if there is any active magic, it should not harm them. But, as Benny opens the chest, there is a mad growl that emanates from the Sarcophagus. The lid of which is, suddenly, thrown off landing near Deidre and Benny, threatening to pin them.

A mummified creature in the robes of a long dead dead priest, wielding a heavy mace, leaps out and, as soon as it does so, the gate to the room closes and the wards activate. A bright, blinding, light bursts forth from the red gems embedded in the sarcophagus. The Priest hisses and shields his eyes from the bright light.
crypt battle ghoul.png

Benny and Deidre have to make two saving throws.

The first is a DC 14 Dex Save or take 4 damage and be knocked prone.
If you fail by 5 you are pinned under the lid. @Steve Gorak Benny gets disadvantage for being a little kid.

(Max doesn't have to make this save, if he's in the room)

Everyone in the room makes a DC 10 INT save(Including Max if he's in the room).
If you fail, you are blinding by the bright light and have disadvantage on attack and perception roll for the first round of combat.

As an aside, the burning light from the Brazier does not reach into this room. It emanates out 20 feet.
 
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AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 21/24 +12 temp HP
Passive Perception (PP): 13
HD/HD; 3/3
Healing light 4/4

Benny has 1 vial of holy water (each vial has 3 castings of protection from evil)
Benny has inspiration

Maximilian
AC 13
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 17/24 normally
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 0/7

OOC: Note: Max is in the room
Benny Dex save: first roll 21 success!; Int save 2 fail
forgot the dex save was with disadvantage. Second roll: 15 success (phew!)
Max int save: 9 fail!
Both Benny and Max have disadvantage on attack and perception roll for the first round of combat.


Benny is quick footed and avoids the sarcophagus' cover, but the flash of light blinds both Max and him. Through their diminished vision they can make what seems to be a mumified creature. Benny takes a step back as Max charges forward protecting the boy.

OOC: Max moves 5ft back
Attack: give Max an attack
Max attack with disadvantage: 18 (lucky rolls)!
damage: 10 (5 slashing 5 radiant)
 

Level 3 Chaotic Good War Cleric of Corellon
AC18 Passive Perception 15
HP 22/22 HD 3/3
SSdc13 Slots 3/4 2/2
CD 2/3
WP 2/3

Deirdre stepped aside lightly, avoiding the heavy stone lid while averting her eyes from the bright flash of light. She then stepped up beside Max to help shield Benny while drawing her sword. She channeled divine inspiration from Corellon to attack the creature twice in quick succession with her blade.

OOC: Had some really lucky saves (Dex and Int being her worst ones). She then uses a magic action to attack first using True Strike, then uses War Priest to make an extra regular attack as a bonus action.
Dex Save (DC14): 1D20 = [19] = 19

Int Save (DC10): 1D20 = [17] = 17

True Strike with longsword, radiant damage: 1D20+5 = [16]+5 = 21
1D8+3 = [5]+3 = 8

War Priest Bonus Attack (slashing damage): 1D20+4 = [11]+4 = 15
1D8+2 = [1]+2 = 3
 


As Benny moves away, the Priest takes advantage of the boy's lowered defense, but the attack misses.

The undead Saint of Pelor raises an ornate mace and swings it down, first on Max and then at Deidre but, fortunately for them, the light is blinding the creature and both attacks go wide.

Havoc tries to lift the portcullis and it almost lifts but it is too heavy. Then he notices a lever next to the door similar to the one in the first room they entered. That should open it!

Caer moves from the south room, focusing his Hunter's Mark on the new foe but he's too far to reach the lever.

Round 1
Undead: AC 14; HP: 22/40 (Attack of opportunity on Benny(missed) then attacked twice and missed)
Max attacked
Deidre attacked
Havoc moved and tried to open door
Caer moves towards the door and moves hunter's mark

@Kobold Stew and @FitzTheRuke still need to act in round 1
 


AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 21/24 +12 temp HP
Passive Perception (PP): 13
HD/HD; 3/3
Healing light 4/4

Benny has 1 vial of holy water (each vial has 3 castings of protection from evil)
Benny has inspiration

Maximilian
AC 13
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 17/24 normally
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 0/7

From the corner Benny directs Max to attack the mummy and while it is distracted to fly 5ft up to clear the path for the others.

OOC: Benny move none
Benny attack: direct Max to attack: attack 20 damage 11 (4 slashing 7 radiant)
Max move: same square, fly 5ft up and hover
This should negate cover to the mummy through Max’s square
 

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