D&D 5E (IC) Fitz's Folly

GM: Encounter: The Sticks & their Allies vs Tomb Guardians
TombL2-A25.jpg

(General Features)
Difficult Terrain: Stairs, skull-pile
Visibility: Dim (glowing font);
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Chrysagon AC16 HP 52/52 (Res Nec&Rad) HD 2/6 PP10* SSdc15 0/4 0/2 CD 0/1 LoH 0/30
Imogen AC17 HP 45/45 THP 5/5 HD 6/6 PP12 SSdc12 2/2 FS 2/3 AS 1/1 2W 1/1
Myrral AC14 HP 28/50 HD 4/6 PP17* SSdc14 2/4 3/3 1/2 Ins 3/3
Qawasha AC11(16) HP 45/45 HD 6/6 PP14 SS 2/4 3/3
Ussal AC20* HP 51/51 THP 6/6 HD 4/6 PP14* SSdc15 3/4 2/2
(NPCs)
Dellrak AC15 HP 58/58 (Res Psn) HD 4/6 PP14* SS 3/4 2/2
Kupalue (Weed) AC14 HP 27/27 HD 6/6 PP13*
Ghorukk AC15 HP 48/52(48) HD4/7d8 PP12* 2@+5,3d6+3 (Poisoned)
Yassah AC12 HP 66/66 HD7/12 PP11*
Broodguards AC14 HP 45ea HD 7d8ea PP12*
-BG1 45/45 HD5/7; BG2 45/45 HD3/7
Name * AC * HP * PP * Attacks * Spells * (Notes)
Tomb Guardians
AC17 HP 93ea PP10*
-TG1 93/93; TD2 93/93;
GM: Begin Round One
 

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Crysagon positioned himself so that others could get close to the font. He speaks softly and his flail lights up brightly and shimmers with magical powers. He is ready to attack when the creature comes up next.

Move: to AS52
Action: Channel Divinity - Sacred Weapon
Sacred Weapon: As an Action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charismamodifier to Attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration.

You can end this Effect on Your Turn as part of any other Action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this Effect ends.
Chrysagon regained Channel Divinity and Lay on Hands after the short rest.
 


"This is no place for firing arrows," says Miss Imogen, to herself more than anyone else. She does not like fighting in cramped spaces, but she is ready to do so, and moves round the font to the most distant point.

OOC: Move to AU50. Knock an arrow.
 

Chrysagon's flail glowed with a bright light that shone into every corner of the little room. Imogen moved to the short hallway and Ghorukk silently stepped in front of her to defend her.

The thing rose from the font, splashing water over the floor of the little room.

From near the spiral staircase, Yassah called out, "There iss another coming up the ssstairss!"
 

Myrral moves back so he can support both groups fighting.

"Cryssagon, you can do it! Just like the last one!"

Focusing on the emerging creature, Myrral tries to hamper its attacks even if he has no idea if they are really creatures susceptible to insults.
"Rust-bucket warrior! Your colleague was so clumsy it fell on its sword. And you look even dumber."

Move: AM50
Bonus: Inspiration to Cryssagon 1d8
Action: Vicious mockery vs pool guardian: 1D4 = [2] = 2 Wis save DC 14 or it has a disadvantage on the next attack roll.
 

Myrral encouraged Chrysagon as the metal-encased monster climbed out of the font and swung furiously at him with its chains. Chrys was able to block, and was ready to retaliate, swinging his flail around him. Ghorruk stepped forward, still poisoned from pit-spikes and weak from fighting the dwarves. He swung a greatsword in two hands, but it only sparked off the metal plates on the creature's back.

Down the hall, Yassah tried to prevent the other one from getting up the stairs. He scored a strike to its helm, but was smashed badly by its flailing arms. The broodguards, heedless of their own safety, leaped on top of the thing and began to bite and tear at it with their claws, which was utterly ineffective.

OOC: Myrral did 2 to TG1, who missed Chrys because of it; TG2 did 32 to Yassah, who did 8 back. Broodguards reckless attacked doing 28 to TG2. Everyone but Myrral can still attack. (I realized late that the yuan-ti don't have magical weapons, and the TGs are utterly immune to non-magical weapons. Good luck!
 

Miss Imogen finds herself wedged into the corner and unable to get a clear shot. She can, however, once again, pull the moisture out of the approaching creature, chilling it. With an subtle intake of breath, she does so, and prays it slows the creature's relentless advance.

OOC: Sorry - misunderstood that we could attack in round 1 (thought we were just positioning).
Didn't know they were immune to non-magic; hence the suboptimal action.

Location: AU 50

Frostbite: DC 12 Con sacve or 2d6=8 and disadvantage on next weapon attack. If in future rounds people think a Help action would be more advantageous, say so -- these are her options.
 

"Thisss will be fun!"
Ussal casts something and the armor on the creature glows red and the water around starts steaming so the effect of the fire isn't all it could be. Focusing his will he shoves the creature backwards hoping to trip it over the edge of the pool.

Following its movement he advances, putting himself between it and the rest of the group.
"We need to finish thiss quickly, the otherssss will need usss."

Action: Casts Heat Metal, disadvantage on attacks
Fire damage: 2D8 = [2, 2] = 4
Bonus: Telekinetic shove Str check DC 15
Move: AP 50 or into the pool at AQ52 if the thing falls
 


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