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5E (IC) Vault of the Dracolich (Dispensables)

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Location: Inner Temple

Encounter: Loads of Cultists and Mercenaries

As the Dispensables wavered on which of three doors to take, Bardaby and his Beast Boys worked furiously to mount a defence of the Temple.

"Get a bloody acolyte up here to open this door!" he roared from inside the Altar room, stomping on the bones of his fallen guard. I am going to kill every last one of 'em. he thought to himself, darkly.

OOC: Here's where things are at.



Terrus smiles and creates another wall of wood, this one dividing the room in half, leaving half the enemies in the room on one side, with the others on the other.

"We go this way!" He called out, ducking away from the door to let his friends go in.

Pyrus lifted his hand and created a small globe of magical darkness around the enchanted door. Anyone who. Bothered to open it wouldn't be able to see through.

OOC: Terrus does another wall of wood, then ducks under total cover. It goes down the middle of the south room, cutting off the four on the right from the rest of the room.

Pyrus spends 1 psi point to make a 10 foot globe of darkness centered on the door, so the two men in the front are trapped in it. Pyrus will keep an eye on them, to make sure they don't come through, since he can see through magical darkness.

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GM: Okay, just to keep things simple, I'm going to place Terrus and Pyrus at the beginning of the round (as well as the Guard who's going to shoot his crossbow at Terrus). SO everyone ELSE can roll Initiative and post their turn. Here's an updated map with what the Genasi's have done:


Prickly Pear

Gobsmacked, Sesto stands there unable to believe his eyes. The two genasi brothers are getting ready to start fighting again. Are you mad? We can't fight them on two fronts!
At least my guardian angels are still here. They will protect me.
Sesto can see one of the mercenaries through the open door and he sends a radiant flame towards him. Them Sesto moves to stand next to the eastern door.

OOC: Initiative in Inner Temple: 1D20+1 = [12]+1 = 13
Action: Mercenary in G17 Sacred Flame damage (Radiant, Dex save DC15 for no damage): 2D8 = [5, 1] = 6
Move to H7
AC 18
HP 28/38
Spell slot used: 1st 3/4, 2nd 2/3, 3rd 1/2
Channel Divinity used: 1/1


Drako watches and the one door opens and the other slams shut before quickly unleashing two blasts of force at one of the guards.

I’m not sure if Drako has line of sight on the G17 baddies or if the door is big enough to shoot past Terrus but if it is he hits for 16 points of force damage.
EB attack 1: 1D20+6 = [14]+6 = 20

EB attack 2: 1D20+6 = [16]+6 = 22

EB damage 1: 1D10+4 = [2]+4 = 6

EB damage 2: 1D10+4 = [6]+4 = 10

Drako Initiative: 1D20+3 = [18]+3 = 21

AC 16
HP 17/38
Spell Slots 0 of 2 used

Location: Inner Temple (Various Rooms)

Encounter: Bardaby & Beast Boys & Cultists

Round One

Bardaby the Beast roared, "Get in there and kill them all! and pointed to the black void where the door had been. Terrified, his men obeyed, clutching their weapons and running through the darkness, blind. Their eyesight was no better when they got to the other side, as the glorious radiance of a vengeful angel greeted them. They blinked in horror as the angel smote one after another.

A few cultists, crazed by their zeal, set themselves on fire and made it past the angel, only to be bashed by Bob and burnt by even more of Lathander's light from Sesto. Still they came, as Torbin yelled, "To the side! and shot a Beast Boy who was coming up on Bob, then took cover behind the wooden screens.

As the pile of bodies in front of Sesto's Angels grew, a few mercenaries made it through. One distracted Sesto while the other stabbed a sword around the corner, deeply cutting the cleric on his shield-arm.
Then a man came through the blackness and mysteriously the Angel let him pass, he made a show of attacking Bob, but with no real effort, and then prepared to defend himself if Bob mistook his intent. Zander! thought Torbin, recognising Imani's agent who he had inside the mercenary company. With no other way to warn Bob, Torbin yelled while pointing to the southern door, "Bob! Leave him and help the others!"

The others were holding off the cultists coming up the stairs from the store-room. Drako had sent his dark energy down the stairs killing the guard who had fired at Terrus, and then was beside Torbin, taking cover behind the partition. Mecenaries banged on Terrus's wall of wood which held call the way across the store-room. Lorenn shot at a guard who shot back at him, both missing their mark as the hid around respective corners. The cultists came running up the stairs while Beast-Boy mercenaries tried to figure out a way through, around, or over the wooden wall.

"Get more men over here!" yelled Bardaby, the Beast, to his unseen allies.

GM: This is going to get a bit insane! The Angels are MVP this round, that's for sure!
The Beast Boys can eventually get over the wall (it's 15 feet high and the store-room is 20, and they have the wagon to climb on).
I've realised that I've done a weird thing of resolving everyone's movement before I resolve everyone's attacks, unlike the standard D&D of resolving every turn individually by Init. Oh well.
Pyrus 25 (to J9 then K11) Darkness
Guard4 25 (G17) Crossbow 9 vs Terrus (Miss); Dead
Terrus 25 (H12 then J12) Wall of Wood
Torbin 22 (to G9) Readied Bow 5 & Crit vs BB2 (Miss & Crit for 10)
Drako 21 (to G8) Eldritch Blast 20 & 22 vs G4 (Hit for 6 & 10 force)
Lunatic1 19 (to L8) Sword & Fire 16 vs Sesto (Miss); Dead
Lunatic2 19 (to L9) Sword & Fire 9 vs Bob (Miss); Dead
Cultist1 14 (to O9) Dead (by Angels)
Cultist2 14 (Dash to H13)
Cultist3 14 (Dash to G14)
Cultist4 14 (Dash to H15)
Bobranthus 14 (?) Hammer 22 & 15 vs Lunatic2 (Hit for 6 & 8)
Sesto 13 (to H7) SG Angels & Sacred Flame dc15 Dex vs Lunatic1 (6 radiant)
Lorenn 12 (to H10 then I12) Firebolt 10 vs G4 (Miss)
Beast Boy1 11 (Dash to M8)
Beast Boy2 11 (Dash to M9); Dead
Beast Boy3 to 6 11 (Figuring out the Wall of Wood)
Acolyte1 10 (Q9) (Holding the Door)
Acolyte2 10 Dead (by Angels)
Guard1 9 (to N8) Longsword Crit vs Sesto (Crit for 15)
Guard2 9 (to O9) Dead (by Angels)
Guard3 9 Crossbow 10 vs Lorenn (Miss)
Zander 9 (to N9) Dodge
The Beast 3 (R9) Calling for more men
Angels dc15 (10 radiant vs Lunatics, 13 vs Cultist1, 19(9) vs Beast Boys, 12 vs Acolyte2, 17(8) vs Guards)

Init: 1D20+2 = [20]+2 = 22
Bow: 1D20+4 = [1]+4 = 5
1D8+2 = [1]+2 = 3
1D20+4 = [20]+4 = 24
1D8+2 = [3]+2 = 5
Crit: 1D8 = [5] = 5

Radiant: 3D8 = [1, 2, 7] = 10
(vs Lunatics)
Radiant: 3D8 = [5, 5, 3] = 13
(vs Cultist1)
Radiant: 3D8 = [6, 7, 6] = 19
(vs Beast Boys1 & 2)
Radiant: 3D8 = [5, 5, 2] = 12
(vs Acolyte2)
Radiant: 3D8 = [7, 5, 5] = 17
(vs Guards)

The Beast
Init: 1D20+2 = [1]+2 = 3

Beast Boys
Init: 1D20+1 = [10]+1 = 11
Save: 1D20+1 = [20]+1 = 21
(BB1 vs Angels, Passed)
Save: 1D20+1 = [20]+1 = 21
(BB2 vs Angels, Passed)


Init: 1D20 = [10] = 10
Save: 1D20+2 = [4]+2 = 6
(A2 vs Angels, Fail)


Init: 1D20+1 = [13]+1 = 14
Cultist1 Wis Save: 1D20 = [4] = 4
(vs Angels, fail)


Init: 1D20 = [9] = 9
Wis Save: 1D20 = [16] = 16
(G1 vs Angels, Pass)
Attack: 1D20+3 = [20]+3 = 23
1D8+1 = [8]+1 = 9
(G1 Crit vs Sesto)
Crit: 1D8 = [6] = 6
Wis Save: 1D20 = [10] = 10
(G2 vs Angels, Fail)
Attack: 1D20+3 = [7]+3 = 10
1D8+1 = [7]+1 = 8
(G3 vs Lorenn)


Init: 1D20+2 = [17]+2 = 19
Wis Save: 1D20 = [6] = 6
1D20 = [6] = 6
(vs Angels, Fail)
Dex Save: 1D20+2 = [9]+2 = 11
(vs Sesto, Fail)
Attack: 1D20+5 = [11]+5 = 16
2D6+3 = [2, 5]+3 = 10
1D20+5 = [4]+5 = 9
2D6+3 = [1, 5]+3 = 9
(vs Sesto & Bob)


Init: 1D20+2 = [7]+2 = 9
Damage Taken
PCs Bob 21, Drako 21, Lorenn 7, Pyrus 17, Sesto 10+15=25, Terrus 29, Torbin 8
BGs (Altar) Acolyte1 0, A2 0+12=Dead, Beast 0, BBoy1 0+19(9)=9, BB2 0+19(9)+10=Dead,
Cultist1 0+13=Dead, Lunatic1 0+10+6=Dead, L2 0+10+6+8=Dead,
Guard1 0+17(8)=8, G2 0+17=Dead, Zander 0
BGs (Storeroom) Bboy3 0, BB4 0, BB5 0, BB6 0, Cultist2 0, C3 0, C4 0, Guard3 0, G4 0+6+10=Dead

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OOC: I usually leave bodies on, which I understand can be a bit confusing, but I find it video-gamey in a way I don't like - to have them "disappear" just because you killed them. In this case, I forgot to put my usual red X marker on Guard 4, down in the store-room. He's dead, though. Drako killed him.


(Sorry, a little bit busy today. )
Action: cast grease on the stairs. Top limit: H13 included.
Movement: if Terrus didn't block the passage I go in H12.

HP: 28
Potions: 3/4
Spell slots:
1st: 2/4
2nd: 1/2
Bladesong: 1/2
Arcane Recovery: 1/1

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Pyrus moves to a point where he can see through the south door.

"Try to keep one alive. Especially the boss. The others can die."

He holds his hand to the south, and taps in to the fire within, but in a way he doesn't do often. The heat in the southern room begins to leave, making the room deathly cold. Condensation forms on the walls, quickly becoming a thin layer of ice. The men in the room begin to have their breath turned into fog as the cold seeps in to them, stealing their warmth and causing them to shiver violently.

Terrus stepped up to the doorway and swung at the man in the door, seeing his brother's attack. He smiled. If he could be,t the door shut, Pyrus might be able to take out the whole room.

Pyrus uses Frozen Rain centered on point H15. It's a 20 ft radius, so it should hit everyone.

Everyone inside makes a DC 14 Con save or takes [roll0] cold damage and has their speed reduced to 0 until concentration ends (1 minute). They take half damage on a successful save, and do not have speed reduced. (They only take damage once).

Darkness is not concentration.

Terrus attacks the guy in the doorway [roll1] Damage [roll2]. He uses 2 psi points for knockback if it hits, then uses either a bonus Action or his free action to shut the door.

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OOC: And knockback, the guy takes [roll0] damage when he hits the wall of wood. I did just read it, and he does need to make a DC 13 Strength saving throw for the knockback to take effect.

On a side note, Pyrus is definitely going to need a long rest after this. If my calculations are correct, he on,y has, like, 11 psi points left. Terrus should have closer to 15 or so.


Bob laughs again as he bashes the first two heads to make it into his line of sight. Then as the last man makes his ineffectual swipes bob stops to stare at him for a moment before Torbin's warning. He didn't understand per-se but pushed the little man aside as he dove into the darkness seeking out the hidden voice on the other side. "I hear a big voice but smell tiny balls. Come to your head bashing coward!"

Stumbling through the darkness he struck out at the first body he could find with a reckless abandon. Laughing in his usual fut of enthusiasm.

[Sblock]Warhammer + Battleaxe attacks (Reckless):: 1D20+7 = [20]+7 = 27
1D8+6 = [5]+6 = 11
1D20+7 = [18]+7 = 25
1D8+6 = [6]+6 = 12

Advantage or Disadvantage as needed.: 1D20 = [17] = 17
1D20 = [5] = 5

And if he runs into Pyrus's cold rain. Con Save:: 1D20+6 = [10]+6 = 16

Squirrels are evil!

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