(IC) Dog Days of Doom!

Round 2 Con't
1. Benny takes 9 Piercing damage and you have to stop moving where you are. You need to move 5 more feet to reach the Brazier.

2. Stratus attacked skeleton 5. It has 3 hp left.

As Benny moves up the stairs, the top step makes an ominous "click" and, before he can react, spikes shoot up into his little feet, forcing him to stop. 1

Stratus cleaved into the Skeleton beside him2 but it took the force of the blow without falling to pieces.

room8.png
 
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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 soon found herself cut off from the others, surrounded by skeletons wielding swords and shields. Hearing Caer's voice, she remained calm and focused. In one fluid motion she sheathed her sword while beginning the incantation to summon three bolts of force. They sped unerringly from her outstretched had to their target, one of the skeletons to the north.

OOC: Casting magic missile (magic initiate feat, 1/day) at Skeleton #2
Magic Missile (1st level): 3D4+3 = [4, 4, 3]+3 = 14
Nice damage. Hoping that's enough to make a pile of doggy treats.
 

Round 1 2

Benny was stopped short by the pain of the spikes piercing his feet, but when he removed his feet, the pain went away and there were no wounds. Calling upon the light, he summoned holy energy to replenish his ward

OOC: modifying Benny’s previous action since he’s not close enough to the Brazier, Benny will cast false life and replenish his 12 THP (fiendish vigor invocation, I’m rebranding it as celestial vigor!)
 
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Round 1

Benny was stopped short by the pain of the spikes piercing his feet, but when he removed his feet, the pain went away and there were no wounds. Calling upon the light, he summoned holy energy to replenish his ward

OOC: modifying Benny’s previous action since he’s not close enough to the Brazier, Benny will cast false life and replenish his 12 THP (fiendish vigor invocation, I’m rebranding it as celestial vigor!)
That was round 2, technically
 


Anson Willoughby
AC 15
HP: 21/21
Passive Perception: 12
HD: 3/3
Psychic Dice 4/4
Heroic Insp: 1/1
CONCENTRATING
Anson follows Benny up the stairs, and his longer legs allow him to pass. He takes the steps several at a time, careful to avoid the top one. He sees the undead creatures in the corner, but thinks the priority is to light the beacon.

Firesticks in hand, he begins.

OOC: Move, Bonus Dash to get to the altar (H17), and then action to start the fire.
 

Havoc crushes the skeleton between himself and Caer almost completely breaking it. But after some clicking and clacking, it still stands.
"By the Keepers beard, why didn't you fall, you blasted piece of refuse!?"

OOC: I feel like 2 remaining HP are a waste of action for anyone of us :( I'd feel better if I did 6 or 7 damage :D


 

Round 2 (Final)
As the force bolts impact into the northern most skeleton and the last of its shattered remains falls to the floor, the other two move in swinging swords and gnashing gumless teeth, pressing forward on Deidre but they cannot sneak a blade past her armour.1

It's the same for the one trying to murder Caer. The shadar Kai is too swift to take its blade.2

Alas, Stratus is not so lucky as the two skeletons press forward and their blades strike true.3

Near the Brazier, the zombies, seeing a new meal come their way, leave the object of their attention to focus on the living. Two of them claw heavily at Max. The poor sphinx reels but manages to survive the onslaught.4

The first zombie slips past and swipes at Benny, cutting through the holy protections that surround him.5

All the while, Anson strikes at the Brazier. Sparks fly - but the flame does not light.
 
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START ROUND 3 (1 round of lighting)

Skeleton 1 AC: 13; HP 13/13
Skeleton 2 AC: 13; HP 0/13
Skeleton 3 AC: 13; HP 13/13
Skeleton 4 AC: 13; HP 0/13
Skeleton 5 AC: 13; HP 3/13
Skeleton 6 AC: 13; HP 2/13
Skeleton 7 AC: 13; HP 13/13
Skeleton 8 AC: 13; HP 0/13
Zombie 1 AC 8; HP: 15
Zombie 2 AC 8; HP: 15
Zombie 3 AC 8; HP: 15
room8.png
 
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Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 21/24 +8/12 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)
4 golden stoppered vials of holy water

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 3/24
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 0/7

Benny's celestial defense took the brunt of the zombie's strike. Shaken but not defeated, the boy stood steadfast in front of the undead, telepathically directing Max to strike it, even though the sphynx was about to return to the celestial realms.

OOC: Benny action: direct Max to strike Z1. Move none
Max attack: 15
Damage: 13 (7 slashing 6 radiant)
Max move: none
 

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